easy-three-utils 0.0.3 → 0.0.31
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/index.ts +5 -1
- package/package.json +2 -2
- package/src/common/useWeather.ts +71 -0
- package/src/shader/snow.ts +48 -0
package/index.ts
CHANGED
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@@ -3,6 +3,7 @@ import { useMark, EMarkDefaultStyle } from './src/common/useMark'
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3
3
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import { useLine2 } from './src/common/useLine2'
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4
4
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import { useLocationCalculator } from './src/common/useLocationCalculator'
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5
5
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import { Animation } from './src/common/useTween'
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6
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+
import { useWeather, EWeatherType } from './src/common/useWeather'
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import { useThree } from './src/core/main'
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import type { IPathItem } from './src/common/useTween'
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@@ -17,7 +18,10 @@ export {
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useLocationCalculator,
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-
Animation
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Animation,
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useWeather,
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EWeatherType
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}
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export type {
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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1
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{
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"name": "easy-three-utils",
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-
"version": "0.0.
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3
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"version": "0.0.31",
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"main": "index.js",
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"scripts": {
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"test": "echo \"Error: no test specified\" && exit 1"
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@@ -9,4 +9,4 @@
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"license": "ISC",
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"types": "./index.d.ts",
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"description": ""
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-
}
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12
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}
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@@ -0,0 +1,71 @@
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1
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import * as THREE from 'three'
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import { snowVertexShader, snowFragmentShader } from '../shader/snow'
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enum EWeatherType {
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NORMAL = 'normal',
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SNOW = 'snow'
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}
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const useWeather = () => {
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const snowGroup = new THREE.Group()
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snowGroup.name = 'weather_' + 'snow_' + new Date().getTime()
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let globalConfig: ITHREEConfiguration | null = null
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const initSnow = (config: ITHREEConfiguration) => {
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const { width, height } = config.renderer!.getDrawingBufferSize(
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new THREE.Vector2()
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);
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const shader = new THREE.ShaderMaterial({
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vertexShader: snowVertexShader,
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fragmentShader: snowFragmentShader,
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uniforms: {
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iResolution: { value: new THREE.Vector2(width, height) },
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iTime: { value: 0 }
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},
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});
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const plane = new THREE.Mesh(new THREE.PlaneGeometry(1000, 1000), shader);
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plane.name = 'snowPlane'
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plane.material.transparent = true
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plane.onBeforeRender = () => {
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shader.uniforms.iTime.value += 0.01;
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};
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config.control?.addEventListener('change', () => {
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const plane = config.scene?.getObjectByName('snowPlane')
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if (plane) {
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plane.position.copy(config.camera!.position);
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plane.rotation.copy(config.camera!.rotation);
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plane.translateZ(-10);
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}
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})
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snowGroup.add(plane)
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}
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const updateWeatherEffect = (type: EWeatherType, config: ITHREEConfiguration) => {
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if (!globalConfig) {
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globalConfig = config
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initSnow(config)
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}
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switch (type) {
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case EWeatherType.NORMAL:
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config.scene.remove(snowGroup)
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break;
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case EWeatherType.SNOW:
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config.scene.add(snowGroup)
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break;
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}
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}
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return {
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updateWeatherEffect
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}
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}
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export {
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useWeather,
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EWeatherType
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}
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@@ -0,0 +1,48 @@
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1
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const snowVertexShader = `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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vec4 viewPosition = modelViewMatrix * vec4(position, 1.0);
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gl_Position = projectionMatrix * viewPosition;
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}`
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const snowFragmentShader = `
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varying vec2 vUv;
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uniform vec3 iResolution;
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uniform float iTime;
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void main()
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{
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float snow = 0.0;
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float gradient = (1.0-float(gl_FragCoord.y / iResolution.x))*0.4;
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float random = fract(sin(dot(gl_FragCoord.xy,vec2(12.9898,78.233)))* 43758.5453);
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for(int k=0;k<6;k++){
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for(int i=0;i<12;i++){
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float cellSize = 2.0 + (float(i)*3.0);
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float downSpeed = 0.3+(sin(iTime*0.4+float(k+i*20))+1.0)*0.00008;
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vec2 uv = (gl_FragCoord.xy / iResolution.x)+vec2(0.01*sin((iTime+float(k*6185))*0.6+float(i))*(5.0/float(i)),downSpeed*(iTime+float(k*1352))*(1.0/float(i)));
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vec2 uvStep = (ceil((uv)*cellSize-vec2(0.5,0.5))/cellSize);
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float x = fract(sin(dot(uvStep.xy,vec2(12.9898+float(k)*12.0,78.233+float(k)*315.156)))* 43758.5453+float(k)*12.0)-0.5;
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float y = fract(sin(dot(uvStep.xy,vec2(62.2364+float(k)*23.0,94.674+float(k)*95.0)))* 62159.8432+float(k)*12.0)-0.5;
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float randomMagnitude1 = sin(iTime*2.5)*0.7/cellSize;
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float randomMagnitude2 = cos(iTime*2.5)*0.7/cellSize;
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float d = 5.0*distance((uvStep.xy + vec2(x*sin(y),y)*randomMagnitude1 + vec2(y,x)*randomMagnitude2),uv.xy);
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float omiVal = fract(sin(dot(uvStep.xy,vec2(32.4691,94.615)))* 31572.1684);
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if(omiVal<0.08?true:false){
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float newd = (x+1.0)*0.4*clamp(1.9-d*(15.0+(x*6.3))*(cellSize/1.4),0.0,1.0);
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/*snow += d<(0.08+(x*0.3))/(cellSize/1.4)?
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newd
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:newd;*/
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snow += newd;
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}
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}
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}
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gl_FragColor = vec4(snow)+gradient*vec4(0.4,0.8,1.0,0.0) + random*0.01;
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}`
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export {
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snowVertexShader,
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snowFragmentShader
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}
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