@wolffo/three-fire 1.0.1

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package/LICENSE ADDED
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+ The MIT License (MIT)
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+
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+ Copyright (c) 2015 typeWolffo
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
package/README.md ADDED
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+ # Three fire
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+
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+ [![CI](https://github.com/username/threeFire/workflows/CI/badge.svg)](https://github.com/username/threeFire/actions)
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+ [![npm version](https://badge.fury.io/js/@wolffo%2Fthree-fire.svg)](https://badge.fury.io/js/@wolffo%2Fthree-fire)
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+
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+ Modern TypeScript volumetric fire effect for Three.js and React Three Fiber.
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+
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+ ![fire](https://raw.githubusercontent.com/mattatz/THREE.Fire/master/Captures/fire.gif)
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+
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+ ## Features
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+
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+ - 🔥 Volumetric fire effect using ray marching
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+ - 📦 TypeScript support with full type definitions
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+ - ⚛️ React Three Fiber component
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+ - 🎛️ Configurable parameters (iterations, octaves, noise scale, etc.)
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+ - 🚀 Modern Three.js compatibility (r150+)
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+ - 📱 Optimized for performance
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+
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+ ## Installation
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+
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+ ```bash
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+ npm install @wolffo/three-fire
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+ ```
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+
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+ ## Usage
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+
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+ ### React Three Fiber (Recommended)
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+
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+ ```tsx
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+ import { Canvas } from '@react-three/fiber'
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+ import { Fire } from '@wolffo/three-fire'
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+
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+ function App() {
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+ return (
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+ <Canvas>
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+ <Fire
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+ texture="/fire-texture.png"
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+ color={0xff4400}
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+ scale={[2, 3, 2]}
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+ position={[0, 0, 0]}
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+ />
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+ </Canvas>
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+ )
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+ }
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+ ```
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+
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+ ### With custom parameters
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+
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+ ```tsx
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+ import { Fire, useFire } from '@wolffo/three-fire'
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+
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+ function CustomFire() {
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+ const fireRef = useFire()
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+
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+ return (
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+ <Fire
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+ ref={fireRef.ref}
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+ texture="/fire-texture.png"
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+ color={0xff6600}
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+ magnitude={1.5}
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+ lacunarity={2.5}
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+ gain={0.7}
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+ iterations={25}
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+ octaves={4}
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+ onUpdate={(fire, time) => {
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+ // Custom update logic
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+ fire.fireColor.setHSL((time * 0.1) % 1, 1, 0.5)
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+ }}
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+ />
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+ )
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+ }
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+ ```
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+
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+ ### Vanilla Three.js
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+
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+ ```ts
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+ import { FireMesh } from '@wolffo/three-fire'
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+ import { Scene, TextureLoader } from 'three'
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+
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+ const scene = new Scene()
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+ const textureLoader = new TextureLoader()
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+
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+ // Load fire texture
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+ const fireTexture = textureLoader.load('/fire-texture.png')
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+
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+ // Create fire effect
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+ const fire = new FireMesh({
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+ fireTex: fireTexture,
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+ color: 0xff4400,
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+ magnitude: 1.3,
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+ iterations: 20,
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+ octaves: 3
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+ })
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+
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+ scene.add(fire)
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+
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+ // Animation loop
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+ function animate() {
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+ requestAnimationFrame(animate)
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+
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+ fire.update(performance.now() / 1000)
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+ renderer.render(scene, camera)
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+ }
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+ animate()
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+ ```
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+
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+ ## API Reference
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+
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+ ### FireComponent Props
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+
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+ | Prop | Type | Default | Description |
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+ |------|------|---------|-------------|
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+ | `texture` | `string \| Texture` | - | Fire texture URL or Three.js Texture object |
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+ | `color` | `Color \| string \| number` | `0xeeeeee` | Fire color |
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+ | `iterations` | `number` | `20` | Ray marching iterations (higher = better quality, lower performance) |
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+ | `octaves` | `number` | `3` | Noise octaves for turbulence |
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+ | `noiseScale` | `[number, number, number, number]` | `[1, 2, 1, 0.3]` | Noise scaling factors |
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+ | `magnitude` | `number` | `1.3` | Fire shape intensity |
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+ | `lacunarity` | `number` | `2.0` | Noise lacunarity |
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+ | `gain` | `number` | `0.5` | Noise gain |
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+ | `autoUpdate` | `boolean` | `true` | Auto-update time from useFrame |
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+ | `onUpdate` | `(fire, time) => void` | - | Custom update callback |
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+
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+ ### FireMesh Class
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+
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+ ```ts
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+ class FireMesh extends Mesh {
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+ constructor(props: FireMeshProps)
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+
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+ // Methods
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+ update(time?: number): void
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+
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+ // Properties
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+ time: number
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+ fireColor: Color
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+ magnitude: number
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+ lacunarity: number
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+ gain: number
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+ }
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+ ```
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+
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+ ## Fire Texture
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+
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+ You need to provide a fire texture similar to the one shown below:
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+
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+ ![firetex](./src/Fire.png "Fire texture")
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+
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+ The texture should be a grayscale gradient that defines the fire's density distribution.
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+
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+ ## Performance Tips
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+
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+ - Lower `iterations` for better performance (try 10-15 for mobile)
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+ - Reduce `octaves` to 2 for simpler noise
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+ - Use texture compression for the fire texture
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+ - Consider using LOD (Level of Detail) for distant fires
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+
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+ ## Development
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+
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+ ```bash
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+ # Install dependencies
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+ npm install
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+
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+ # Build the package
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+ npm run build
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+
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+ # Type checking
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+ npm run typecheck
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+
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+ # Run tests
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+ npm test
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+ ```
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+
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+ ## Publishing
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+
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+ This package uses automated GitHub Actions for publishing. See [PUBLISHING.md](./PUBLISHING.md) for detailed instructions.
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+
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+ Quick release commands:
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+ ```bash
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+ npm run release:patch # 1.0.0 → 1.0.1
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+ npm run release:minor # 1.0.0 → 1.1.0
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+ npm run release:major # 1.0.0 → 2.0.0
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+ ```
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+
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+ ## Credits
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+
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+ Based on the original THREE.Fire by [mattatz](https://github.com/mattatz/THREE.Fire)
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+
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+ - Real-Time procedural volumetric fire - http://dl.acm.org/citation.cfm?id=1230131
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+ - webgl-noise - https://github.com/ashima/webgl-noise
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+ - Three.js - https://threejs.org/
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+
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+ ## License
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+
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+ MIT
package/dist/Fire.d.ts ADDED
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+ import { Mesh, ShaderMaterial, Texture, Color } from 'three';
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+ import { FireShaderUniforms } from './FireShader';
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+ export interface FireProps {
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+ fireTex: Texture;
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+ color?: Color | string | number;
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+ iterations?: number;
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+ octaves?: number;
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+ noiseScale?: [number, number, number, number];
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+ magnitude?: number;
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+ lacunarity?: number;
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+ gain?: number;
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+ }
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+ export declare class Fire extends Mesh {
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+ material: ShaderMaterial & {
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+ uniforms: FireShaderUniforms;
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+ };
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+ private _time;
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+ constructor({ fireTex, color, iterations, octaves, noiseScale, magnitude, lacunarity, gain, }: FireProps);
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+ update(time?: number): void;
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+ get time(): number;
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+ set time(value: number);
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+ get fireColor(): Color;
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+ set fireColor(color: Color | string | number);
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+ get magnitude(): number;
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+ set magnitude(value: number);
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+ get lacunarity(): number;
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+ set lacunarity(value: number);
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+ get gain(): number;
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+ set gain(value: number);
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+ }
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+ //# sourceMappingURL=Fire.d.ts.map
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+ {"version":3,"file":"Fire.d.ts","sourceRoot":"","sources":["../src/Fire.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,IAAI,EAEJ,cAAc,EACd,OAAO,EACP,KAAK,EAMN,MAAM,OAAO,CAAA;AACd,OAAO,EAAc,kBAAkB,EAAE,MAAM,cAAc,CAAA;AAE7D,MAAM,WAAW,SAAS;IACxB,OAAO,EAAE,OAAO,CAAA;IAChB,KAAK,CAAC,EAAE,KAAK,GAAG,MAAM,GAAG,MAAM,CAAA;IAC/B,UAAU,CAAC,EAAE,MAAM,CAAA;IACnB,OAAO,CAAC,EAAE,MAAM,CAAA;IAChB,UAAU,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;IAC7C,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,UAAU,CAAC,EAAE,MAAM,CAAA;IACnB,IAAI,CAAC,EAAE,MAAM,CAAA;CACd;AAED,qBAAa,IAAK,SAAQ,IAAI;IACb,QAAQ,EAAE,cAAc,GAAG;QAAE,QAAQ,EAAE,kBAAkB,CAAA;KAAE,CAAA;IAC1E,OAAO,CAAC,KAAK,CAAI;gBAEL,EACV,OAAO,EACP,KAAgB,EAChB,UAAe,EACf,OAAW,EACX,UAA2B,EAC3B,SAAe,EACf,UAAgB,EAChB,IAAU,GACX,EAAE,SAAS;IAkCL,MAAM,CAAC,IAAI,CAAC,EAAE,MAAM,GAAG,IAAI;IAWlC,IAAW,IAAI,IAAI,MAAM,CAExB;IAED,IAAW,IAAI,CAAC,KAAK,EAAE,MAAM,EAG5B;IAED,IAAW,SAAS,IAAI,KAAK,CAE5B;IAED,IAAW,SAAS,CAAC,KAAK,EAAE,KAAK,GAAG,MAAM,GAAG,MAAM,EAElD;IAED,IAAW,SAAS,IAAI,MAAM,CAE7B;IAED,IAAW,SAAS,CAAC,KAAK,EAAE,MAAM,EAEjC;IAED,IAAW,UAAU,IAAI,MAAM,CAE9B;IAED,IAAW,UAAU,CAAC,KAAK,EAAE,MAAM,EAElC;IAED,IAAW,IAAI,IAAI,MAAM,CAExB;IAED,IAAW,IAAI,CAAC,KAAK,EAAE,MAAM,EAE5B;CACF"}
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+ import React from 'react';
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+ import { ReactThreeFiber } from '@react-three/fiber';
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+ import { Fire as FireMesh, FireProps as FireMeshProps } from './Fire';
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+ declare module '@react-three/fiber' {
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+ interface ThreeElements {
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+ fire: ReactThreeFiber.Object3DNode<FireMesh, typeof FireMesh>;
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+ }
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+ }
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+ export interface FireProps extends Omit<FireMeshProps, 'fireTex'> {
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+ /** Fire texture URL or texture object */
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+ texture: string | THREE.Texture;
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+ /** Auto-update time from useFrame (default: true) */
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+ autoUpdate?: boolean;
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+ /** Custom update function */
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+ onUpdate?: (fire: FireMesh, time: number) => void;
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+ children?: React.ReactNode;
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+ }
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+ export interface FireRef {
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+ /** Fire mesh instance */
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+ fire: FireMesh | null;
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+ /** Update fire manually */
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+ update: (time?: number) => void;
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+ }
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+ export declare const FireComponent: React.ForwardRefExoticComponent<FireProps & React.RefAttributes<FireRef>>;
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+ export declare const useFire: () => {
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+ ref: React.RefObject<FireRef>;
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+ fire: FireMesh | null;
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+ update: (time?: number) => void | undefined;
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+ };
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+ //# sourceMappingURL=FireComponent.d.ts.map
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+ {"version":3,"file":"FireComponent.d.ts","sourceRoot":"","sources":["../src/FireComponent.tsx"],"names":[],"mappings":"AAAA,OAAO,KAA2D,MAAM,OAAO,CAAA;AAC/E,OAAO,EAAoB,eAAe,EAAa,MAAM,oBAAoB,CAAA;AACjF,OAAO,EAAE,IAAI,IAAI,QAAQ,EAAE,SAAS,IAAI,aAAa,EAAE,MAAM,QAAQ,CAAA;AASrE,OAAO,QAAQ,oBAAoB,CAAC;IAClC,UAAU,aAAa;QACrB,IAAI,EAAE,eAAe,CAAC,YAAY,CAAC,QAAQ,EAAE,OAAO,QAAQ,CAAC,CAAA;KAC9D;CACF;AAED,MAAM,WAAW,SAAU,SAAQ,IAAI,CAAC,aAAa,EAAE,SAAS,CAAC;IAC/D,yCAAyC;IACzC,OAAO,EAAE,MAAM,GAAG,KAAK,CAAC,OAAO,CAAA;IAC/B,qDAAqD;IACrD,UAAU,CAAC,EAAE,OAAO,CAAA;IACpB,6BAA6B;IAC7B,QAAQ,CAAC,EAAE,CAAC,IAAI,EAAE,QAAQ,EAAE,IAAI,EAAE,MAAM,KAAK,IAAI,CAAA;IACjD,QAAQ,CAAC,EAAE,KAAK,CAAC,SAAS,CAAA;CAC3B;AAED,MAAM,WAAW,OAAO;IACtB,yBAAyB;IACzB,IAAI,EAAE,QAAQ,GAAG,IAAI,CAAA;IACrB,2BAA2B;IAC3B,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,MAAM,KAAK,IAAI,CAAA;CAChC;AAED,eAAO,MAAM,aAAa,2EAsEzB,CAAA;AAKD,eAAO,MAAM,OAAO;;;oBAKA,MAAM;CAEzB,CAAA"}
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+ import { Vector3, Vector4, Color, Matrix4, Texture } from 'three';
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+ export interface FireShaderUniforms {
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+ fireTex: {
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+ value: Texture | null;
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+ };
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+ color: {
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+ value: Color;
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+ };
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+ time: {
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+ value: number;
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+ };
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+ seed: {
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+ value: number;
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+ };
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+ invModelMatrix: {
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+ value: Matrix4;
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+ };
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+ scale: {
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+ value: Vector3;
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+ };
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+ noiseScale: {
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+ value: Vector4;
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+ };
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+ magnitude: {
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+ value: number;
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+ };
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+ lacunarity: {
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+ value: number;
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+ };
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+ gain: {
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+ value: number;
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+ };
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+ }
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+ export declare const FireShader: {
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+ readonly defines: {
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+ readonly ITERATIONS: "20";
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+ readonly OCTAVES: "3";
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+ };
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+ readonly uniforms: FireShaderUniforms;
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+ readonly vertexShader: "\n varying vec3 vWorldPos;\n\n void main() {\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n vWorldPos = (modelMatrix * vec4(position, 1.0)).xyz;\n }\n ";
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+ readonly fragmentShader: "\n uniform vec3 color;\n uniform float time;\n uniform float seed;\n uniform mat4 invModelMatrix;\n uniform vec3 scale;\n uniform vec4 noiseScale;\n uniform float magnitude;\n uniform float lacunarity;\n uniform float gain;\n uniform sampler2D fireTex;\n\n varying vec3 vWorldPos;\n\n // GLSL simplex noise function by ashima\n vec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n }\n\n vec4 mod289(vec4 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n }\n\n vec4 permute(vec4 x) {\n return mod289(((x * 34.0) + 1.0) * x);\n }\n\n vec4 taylorInvSqrt(vec4 r) {\n return 1.79284291400159 - 0.85373472095314 * r;\n }\n\n float snoise(vec3 v) {\n const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n vec3 i = floor(v + dot(v, C.yyy));\n vec3 x0 = v - i + dot(i, C.xxx);\n\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min(g.xyz, l.zxy);\n vec3 i2 = max(g.xyz, l.zxy);\n\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy;\n vec3 x3 = x0 - D.yyy;\n\n i = mod289(i);\n vec4 p = permute(permute(permute(\n i.z + vec4(0.0, i1.z, i2.z, 1.0))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0))\n + i.x + vec4(0.0, i1.x, i2.x, 1.0));\n\n float n_ = 0.142857142857;\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z);\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_);\n\n vec4 x = x_ * ns.x + ns.yyyy;\n vec4 y = y_ * ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4(x.xy, y.xy);\n vec4 b1 = vec4(x.zw, y.zw);\n\n vec4 s0 = floor(b0) * 2.0 + 1.0;\n vec4 s1 = floor(b1) * 2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;\n vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;\n\n vec3 p0 = vec3(a0.xy, h.x);\n vec3 p1 = vec3(a0.zw, h.y);\n vec3 p2 = vec3(a1.xy, h.z);\n vec3 p3 = vec3(a1.zw, h.w);\n\n vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);\n m = m * m;\n return 42.0 * dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));\n }\n\n float turbulence(vec3 p) {\n float sum = 0.0;\n float freq = 1.0;\n float amp = 1.0;\n\n for(int i = 0; i < OCTAVES; i++) {\n sum += abs(snoise(p * freq)) * amp;\n freq *= lacunarity;\n amp *= gain;\n }\n\n return sum;\n }\n\n vec4 samplerFire(vec3 p, vec4 scale) {\n vec2 st = vec2(sqrt(dot(p.xz, p.xz)), p.y);\n\n if(st.x <= 0.0 || st.x >= 1.0 || st.y <= 0.0 || st.y >= 1.0) {\n return vec4(0.0);\n }\n\n p.y -= (seed + time) * scale.w;\n p *= scale.xyz;\n\n st.y += sqrt(st.y) * magnitude * turbulence(p);\n\n if(st.y <= 0.0 || st.y >= 1.0) {\n return vec4(0.0);\n }\n\n return texture2D(fireTex, st);\n }\n\n vec3 localize(vec3 p) {\n return (invModelMatrix * vec4(p, 1.0)).xyz;\n }\n\n void main() {\n vec3 rayPos = vWorldPos;\n vec3 rayDir = normalize(rayPos - cameraPosition);\n float rayLen = 0.0288 * length(scale.xyz);\n\n vec4 col = vec4(0.0);\n\n for(int i = 0; i < ITERATIONS; i++) {\n rayPos += rayDir * rayLen;\n vec3 lp = localize(rayPos);\n lp.y += 0.5;\n lp.xz *= 2.0;\n col += samplerFire(lp, noiseScale);\n }\n\n col.a = col.r;\n gl_FragColor = col;\n }\n ";
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+ };
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+ //# sourceMappingURL=FireShader.d.ts.map
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+ {"version":3,"file":"FireShader.d.ts","sourceRoot":"","sources":["../src/FireShader.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,OAAO,CAAA;AAEjE,MAAM,WAAW,kBAAkB;IACjC,OAAO,EAAE;QAAE,KAAK,EAAE,OAAO,GAAG,IAAI,CAAA;KAAE,CAAA;IAClC,KAAK,EAAE;QAAE,KAAK,EAAE,KAAK,CAAA;KAAE,CAAA;IACvB,IAAI,EAAE;QAAE,KAAK,EAAE,MAAM,CAAA;KAAE,CAAA;IACvB,IAAI,EAAE;QAAE,KAAK,EAAE,MAAM,CAAA;KAAE,CAAA;IACvB,cAAc,EAAE;QAAE,KAAK,EAAE,OAAO,CAAA;KAAE,CAAA;IAClC,KAAK,EAAE;QAAE,KAAK,EAAE,OAAO,CAAA;KAAE,CAAA;IACzB,UAAU,EAAE;QAAE,KAAK,EAAE,OAAO,CAAA;KAAE,CAAA;IAC9B,SAAS,EAAE;QAAE,KAAK,EAAE,MAAM,CAAA;KAAE,CAAA;IAC5B,UAAU,EAAE;QAAE,KAAK,EAAE,MAAM,CAAA;KAAE,CAAA;IAC7B,IAAI,EAAE;QAAE,KAAK,EAAE,MAAM,CAAA;KAAE,CAAA;CACxB;AAED,eAAO,MAAM,UAAU;;;;;uBAiBhB,kBAAkB;;;CA8Jf,CAAA"}
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+ import { Texture, Color, Matrix4, Vector3, Vector4, Mesh, ShaderMaterial } from 'three';
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+ import React from 'react';
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+ import { ReactThreeFiber } from '@react-three/fiber';
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+
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+ /**
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+ * Uniforms interface for the fire shader
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+ */
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+ interface FireShaderUniforms {
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+ /** Fire texture (grayscale mask) */
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+ fireTex: {
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+ value: Texture | null;
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+ };
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+ /** Fire color tint */
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+ color: {
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+ value: Color;
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+ };
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+ /** Current time for animation */
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+ time: {
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+ value: number;
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+ };
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+ /** Random seed for fire variation */
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+ seed: {
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+ value: number;
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+ };
25
+ /** Inverse model matrix for ray marching */
26
+ invModelMatrix: {
27
+ value: Matrix4;
28
+ };
29
+ /** Scale of the fire object */
30
+ scale: {
31
+ value: Vector3;
32
+ };
33
+ /** Noise scaling parameters [x, y, z, time] */
34
+ noiseScale: {
35
+ value: Vector4;
36
+ };
37
+ /** Fire shape intensity */
38
+ magnitude: {
39
+ value: number;
40
+ };
41
+ /** Noise lacunarity (frequency multiplier) */
42
+ lacunarity: {
43
+ value: number;
44
+ };
45
+ /** Noise gain (amplitude multiplier) */
46
+ gain: {
47
+ value: number;
48
+ };
49
+ }
50
+ /**
51
+ * Volumetric fire shader using ray marching and simplex noise
52
+ *
53
+ * Based on "Real-Time procedural volumetric fire" by Alfred et al.
54
+ * Uses simplex noise for turbulence and ray marching for volume rendering.
55
+ *
56
+ * @example
57
+ * ```ts
58
+ * const material = new ShaderMaterial({
59
+ * defines: FireShader.defines,
60
+ * uniforms: FireShader.uniforms,
61
+ * vertexShader: FireShader.vertexShader,
62
+ * fragmentShader: FireShader.fragmentShader,
63
+ * transparent: true
64
+ * })
65
+ * ```
66
+ */
67
+ declare const FireShader: {
68
+ readonly defines: {
69
+ readonly ITERATIONS: "20";
70
+ readonly OCTAVES: "3";
71
+ };
72
+ readonly uniforms: FireShaderUniforms;
73
+ readonly vertexShader: "\n varying vec3 vWorldPos;\n\n void main() {\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n vWorldPos = (modelMatrix * vec4(position, 1.0)).xyz;\n }\n ";
74
+ readonly fragmentShader: "\n uniform vec3 color;\n uniform float time;\n uniform float seed;\n uniform mat4 invModelMatrix;\n uniform vec3 scale;\n uniform vec4 noiseScale;\n uniform float magnitude;\n uniform float lacunarity;\n uniform float gain;\n uniform sampler2D fireTex;\n\n varying vec3 vWorldPos;\n\n // GLSL simplex noise function by ashima\n vec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n }\n\n vec4 mod289(vec4 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n }\n\n vec4 permute(vec4 x) {\n return mod289(((x * 34.0) + 1.0) * x);\n }\n\n vec4 taylorInvSqrt(vec4 r) {\n return 1.79284291400159 - 0.85373472095314 * r;\n }\n\n float snoise(vec3 v) {\n const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n vec3 i = floor(v + dot(v, C.yyy));\n vec3 x0 = v - i + dot(i, C.xxx);\n\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min(g.xyz, l.zxy);\n vec3 i2 = max(g.xyz, l.zxy);\n\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy;\n vec3 x3 = x0 - D.yyy;\n\n i = mod289(i);\n vec4 p = permute(permute(permute(\n i.z + vec4(0.0, i1.z, i2.z, 1.0))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0))\n + i.x + vec4(0.0, i1.x, i2.x, 1.0));\n\n float n_ = 0.142857142857;\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z);\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_);\n\n vec4 x = x_ * ns.x + ns.yyyy;\n vec4 y = y_ * ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4(x.xy, y.xy);\n vec4 b1 = vec4(x.zw, y.zw);\n\n vec4 s0 = floor(b0) * 2.0 + 1.0;\n vec4 s1 = floor(b1) * 2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;\n vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;\n\n vec3 p0 = vec3(a0.xy, h.x);\n vec3 p1 = vec3(a0.zw, h.y);\n vec3 p2 = vec3(a1.xy, h.z);\n vec3 p3 = vec3(a1.zw, h.w);\n\n vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);\n m = m * m;\n return 42.0 * dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));\n }\n\n float turbulence(vec3 p) {\n float sum = 0.0;\n float freq = 1.0;\n float amp = 1.0;\n\n for(int i = 0; i < OCTAVES; i++) {\n sum += abs(snoise(p * freq)) * amp;\n freq *= lacunarity;\n amp *= gain;\n }\n\n return sum;\n }\n\n vec4 samplerFire(vec3 p, vec4 scale) {\n vec2 st = vec2(sqrt(dot(p.xz, p.xz)), p.y);\n\n if(st.x <= 0.0 || st.x >= 1.0 || st.y <= 0.0 || st.y >= 1.0) {\n return vec4(0.0);\n }\n\n p.y -= (seed + time) * scale.w;\n p *= scale.xyz;\n\n st.y += sqrt(st.y) * magnitude * turbulence(p);\n\n if(st.y <= 0.0 || st.y >= 1.0) {\n return vec4(0.0);\n }\n\n return texture2D(fireTex, st);\n }\n\n vec3 localize(vec3 p) {\n return (invModelMatrix * vec4(p, 1.0)).xyz;\n }\n\n void main() {\n vec3 rayPos = vWorldPos;\n vec3 rayDir = normalize(rayPos - cameraPosition);\n float rayLen = 0.0288 * length(scale.xyz);\n\n vec4 col = vec4(0.0);\n\n for(int i = 0; i < ITERATIONS; i++) {\n rayPos += rayDir * rayLen;\n vec3 lp = localize(rayPos);\n lp.y += 0.5;\n lp.xz *= 2.0;\n col += samplerFire(lp, noiseScale);\n }\n\n // Apply color tint to the fire\n col.rgb *= color;\n col.a = col.r;\n gl_FragColor = col;\n }\n ";
75
+ };
76
+
77
+ /**
78
+ * Properties for creating a Fire instance
79
+ */
80
+ interface FireProps$1 {
81
+ /** Fire texture (grayscale mask defining fire shape) */
82
+ fireTex: Texture;
83
+ /** Fire color tint (default: 0xeeeeee) */
84
+ color?: Color | string | number;
85
+ /** Ray marching iterations - higher = better quality, lower performance (default: 20) */
86
+ iterations?: number;
87
+ /** Noise octaves for turbulence (default: 3) */
88
+ octaves?: number;
89
+ /** Noise scaling parameters [x, y, z, time] (default: [1, 2, 1, 0.3]) */
90
+ noiseScale?: [number, number, number, number];
91
+ /** Fire shape intensity (default: 1.3) */
92
+ magnitude?: number;
93
+ /** Noise lacunarity - frequency multiplier (default: 2.0) */
94
+ lacunarity?: number;
95
+ /** Noise gain - amplitude multiplier (default: 0.5) */
96
+ gain?: number;
97
+ }
98
+ /**
99
+ * Volumetric fire effect using ray marching shaders
100
+ *
101
+ * Creates a procedural fire effect that renders as a translucent volume.
102
+ * The fire shape is defined by a grayscale texture, with white areas being
103
+ * the most dense part of the fire.
104
+ *
105
+ * @example
106
+ * ```ts
107
+ * const texture = textureLoader.load('fire.png')
108
+ * const fire = new Fire({
109
+ * fireTex: texture,
110
+ * color: 0xff4400,
111
+ * magnitude: 1.5
112
+ * })
113
+ * scene.add(fire)
114
+ *
115
+ * // In animation loop
116
+ * fire.update(time)
117
+ * ```
118
+ */
119
+ declare class Fire extends Mesh {
120
+ material: ShaderMaterial & {
121
+ uniforms: FireShaderUniforms;
122
+ };
123
+ private _time;
124
+ /**
125
+ * Creates a new Fire instance
126
+ *
127
+ * @param props - Configuration options for the fire effect
128
+ */
129
+ constructor({ fireTex, color, iterations, octaves, noiseScale, magnitude, lacunarity, gain, }: FireProps$1);
130
+ /**
131
+ * Updates the fire animation and matrix uniforms
132
+ *
133
+ * Call this method in your animation loop to animate the fire effect.
134
+ *
135
+ * @param time - Current time in seconds (optional)
136
+ *
137
+ * @example
138
+ * ```ts
139
+ * function animate() {
140
+ * fire.update(performance.now() / 1000)
141
+ * renderer.render(scene, camera)
142
+ * requestAnimationFrame(animate)
143
+ * }
144
+ * ```
145
+ */
146
+ update(time?: number): void;
147
+ /**
148
+ * Current animation time in seconds
149
+ */
150
+ get time(): number;
151
+ set time(value: number);
152
+ /**
153
+ * Fire color tint
154
+ *
155
+ * @example
156
+ * ```ts
157
+ * fire.fireColor = 'orange'
158
+ * fire.fireColor = 0xff4400
159
+ * fire.fireColor = new Color(1, 0.5, 0)
160
+ * ```
161
+ */
162
+ get fireColor(): Color;
163
+ set fireColor(color: Color | string | number);
164
+ /**
165
+ * Fire shape intensity
166
+ *
167
+ * Higher values create more dramatic fire shapes.
168
+ * Range: 0.5 - 3.0, Default: 1.3
169
+ */
170
+ get magnitude(): number;
171
+ set magnitude(value: number);
172
+ /**
173
+ * Noise lacunarity (frequency multiplier)
174
+ *
175
+ * Controls how much the frequency increases for each noise octave.
176
+ * Range: 1.0 - 4.0, Default: 2.0
177
+ */
178
+ get lacunarity(): number;
179
+ set lacunarity(value: number);
180
+ /**
181
+ * Noise gain (amplitude multiplier)
182
+ *
183
+ * Controls how much the amplitude decreases for each noise octave.
184
+ * Range: 0.1 - 1.0, Default: 0.5
185
+ */
186
+ get gain(): number;
187
+ set gain(value: number);
188
+ }
189
+
190
+ declare module '@react-three/fiber' {
191
+ interface ThreeElements {
192
+ fire: ReactThreeFiber.Object3DNode<Fire, typeof Fire>;
193
+ }
194
+ }
195
+ /**
196
+ * Props for the Fire React component
197
+ */
198
+ interface FireProps extends Omit<FireProps$1, 'fireTex'> {
199
+ /** Fire texture URL or Three.js Texture object */
200
+ texture: string | Texture;
201
+ /** Auto-update time from useFrame (default: true) */
202
+ autoUpdate?: boolean;
203
+ /** Custom update function called each frame */
204
+ onUpdate?: (fire: Fire, time: number) => void;
205
+ /** Child components */
206
+ children?: React.ReactNode;
207
+ /** Position in 3D space */
208
+ position?: [number, number, number];
209
+ /** Rotation in radians */
210
+ rotation?: [number, number, number];
211
+ /** Scale factor (uniform or per-axis) */
212
+ scale?: [number, number, number] | number;
213
+ }
214
+ /**
215
+ * Ref interface for imperative fire control
216
+ */
217
+ interface FireRef {
218
+ /** Fire mesh instance */
219
+ fire: Fire | null;
220
+ /** Update fire animation manually */
221
+ update: (time?: number) => void;
222
+ }
223
+ /**
224
+ * React Three Fiber component for volumetric fire effect
225
+ *
226
+ * Creates a procedural fire effect that can be easily integrated into R3F scenes.
227
+ * The component automatically handles texture loading, animation updates, and
228
+ * provides props for all fire parameters.
229
+ *
230
+ * @example
231
+ * ```tsx
232
+ * <Canvas>
233
+ * <Fire
234
+ * texture="/fire.png"
235
+ * color="orange"
236
+ * magnitude={1.5}
237
+ * scale={[2, 3, 2]}
238
+ * position={[0, 0, 0]}
239
+ * />
240
+ * </Canvas>
241
+ * ```
242
+ *
243
+ * @example With custom animation
244
+ * ```tsx
245
+ * <Fire
246
+ * texture="/fire.png"
247
+ * onUpdate={(fire, time) => {
248
+ * fire.fireColor.setHSL((time * 0.1) % 1, 1, 0.5)
249
+ * }}
250
+ * />
251
+ * ```
252
+ */
253
+ declare const FireComponent: React.ForwardRefExoticComponent<FireProps & React.RefAttributes<FireRef>>;
254
+ /**
255
+ * Hook for easier access to fire instance and controls
256
+ *
257
+ * Provides a ref and helper methods for controlling fire imperatively.
258
+ *
259
+ * @returns Object with ref, fire instance, and update method
260
+ *
261
+ * @example
262
+ * ```tsx
263
+ * function MyComponent() {
264
+ * const fireRef = useFire()
265
+ *
266
+ * const handleClick = () => {
267
+ * if (fireRef.fire) {
268
+ * fireRef.fire.magnitude = 2.0
269
+ * }
270
+ * }
271
+ *
272
+ * return (
273
+ * <Fire ref={fireRef.ref} texture="/fire.png" />
274
+ * )
275
+ * }
276
+ * ```
277
+ */
278
+ declare const useFire: () => {
279
+ /** Ref to pass to Fire component */
280
+ ref: React.RefObject<FireRef>;
281
+ /** Fire mesh instance (null until mounted) */
282
+ fire: Fire | null;
283
+ /** Update fire animation manually */
284
+ update: (time?: number) => void | undefined;
285
+ };
286
+
287
+ export { FireComponent as Fire, FireComponent, Fire as FireMesh, FireShader, useFire };
288
+ export type { FireProps$1 as FireMeshProps, FireProps, FireRef, FireShaderUniforms };
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,IAAI,IAAI,QAAQ,EAAE,KAAK,SAAS,IAAI,aAAa,EAAE,MAAM,QAAQ,CAAA;AAC1E,OAAO,EAAE,UAAU,EAAE,KAAK,kBAAkB,EAAE,MAAM,cAAc,CAAA;AAGlE,OAAO,EAAE,aAAa,EAAE,OAAO,EAAE,KAAK,OAAO,EAAE,KAAK,SAAS,EAAE,MAAM,iBAAiB,CAAA;AAGtF,OAAO,EAAE,aAAa,IAAI,IAAI,EAAE,MAAM,iBAAiB,CAAA"}