easy-three-utils 0.0.3 → 0.0.31

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package/index.ts CHANGED
@@ -3,6 +3,7 @@ import { useMark, EMarkDefaultStyle } from './src/common/useMark'
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  import { useLine2 } from './src/common/useLine2'
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  import { useLocationCalculator } from './src/common/useLocationCalculator'
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  import { Animation } from './src/common/useTween'
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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'
@@ -17,7 +18,10 @@ export {
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  useLocationCalculator,
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- Animation
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+ Animation,
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+
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+ useWeather,
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+ EWeatherType
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  }
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  export type {
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "easy-three-utils",
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- "version": "0.0.3",
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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"
@@ -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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+ }
@@ -0,0 +1,71 @@
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+ import * as THREE from 'three'
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+ import { snowVertexShader, snowFragmentShader } from '../shader/snow'
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+ snowGroup.add(plane)
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+ }
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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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+
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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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+
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+ return {
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+ updateWeatherEffect
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+ }
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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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+ }
@@ -0,0 +1,48 @@
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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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+
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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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+
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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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+
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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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+
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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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+
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+ export {
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+ snowVertexShader,
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+ snowFragmentShader
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+ }