kasaframe 0.0.0-stage → 0.1.1
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/LICENSE +21 -0
- package/NOTICE +146 -0
- package/README.md +77 -2
- package/app/package.json +12 -0
- package/app/server/engine.ts +415 -0
- package/app/server/main.ts +205 -0
- package/app/web/env.d.ts +2 -0
- package/app/web/icons.ts +31 -0
- package/app/web/index.html +21 -0
- package/app/web/main.ts +1013 -0
- package/app/web/style.css +430 -0
- package/bin/hooks.mjs +51 -0
- package/bin/kf.mjs +14 -0
- package/docs/AGENTS.md +238 -0
- package/music/README.md +13 -0
- package/package.json +44 -4
- package/packages/adapters/package.json +36 -0
- package/packages/adapters/src/css.ts +11 -0
- package/packages/adapters/src/gsap.ts +26 -0
- package/packages/adapters/src/index.ts +9 -0
- package/packages/adapters/src/lottie.ts +22 -0
- package/packages/adapters/src/media.ts +59 -0
- package/packages/adapters/src/page.ts +229 -0
- package/packages/adapters/src/project.ts +214 -0
- package/packages/adapters/src/react.ts +36 -0
- package/packages/adapters/src/svelte.ts +22 -0
- package/packages/adapters/src/three.ts +18 -0
- package/packages/adapters/src/vue.ts +27 -0
- package/packages/check/package.json +19 -0
- package/packages/check/src/check.ts +273 -0
- package/packages/check/src/cli.ts +70 -0
- package/packages/check/src/image.ts +146 -0
- package/packages/check/src/index.ts +9 -0
- package/packages/check/src/ocr.swift +37 -0
- package/packages/check/src/probe.ts +328 -0
- package/packages/check/src/report.ts +44 -0
- package/packages/check/src/rules/assets.ts +42 -0
- package/packages/check/src/rules/beats.ts +212 -0
- package/packages/check/src/rules/camera.ts +217 -0
- package/packages/check/src/rules/captions.ts +49 -0
- package/packages/check/src/rules/flash.ts +235 -0
- package/packages/check/src/rules/frames.ts +135 -0
- package/packages/check/src/rules/layout.ts +257 -0
- package/packages/check/src/rules/page.ts +87 -0
- package/packages/check/src/rules/runs.ts +20 -0
- package/packages/check/src/rules/text.ts +326 -0
- package/packages/check/src/scan.ts +240 -0
- package/packages/check/src/serve.ts +67 -0
- package/packages/check/src/types.ts +80 -0
- package/packages/check/src/video.ts +137 -0
- package/packages/cli/package.json +29 -0
- package/packages/cli/src/blur.ts +68 -0
- package/packages/cli/src/browser.ts +203 -0
- package/packages/cli/src/command.ts +44 -0
- package/packages/cli/src/commands/app.ts +25 -0
- package/packages/cli/src/commands/beats.ts +36 -0
- package/packages/cli/src/commands/blender.ts +270 -0
- package/packages/cli/src/commands/check.ts +25 -0
- package/packages/cli/src/commands/doctor.ts +22 -0
- package/packages/cli/src/commands/gen.ts +173 -0
- package/packages/cli/src/commands/look.ts +39 -0
- package/packages/cli/src/commands/lyrics.ts +111 -0
- package/packages/cli/src/commands/make.ts +542 -0
- package/packages/cli/src/commands/new.ts +176 -0
- package/packages/cli/src/commands/preview.ts +43 -0
- package/packages/cli/src/commands/render.ts +216 -0
- package/packages/cli/src/commands/setup.ts +63 -0
- package/packages/cli/src/commands/sheet.ts +114 -0
- package/packages/cli/src/commands/skill.ts +43 -0
- package/packages/cli/src/commands/still.ts +40 -0
- package/packages/cli/src/commands/theme.ts +85 -0
- package/packages/cli/src/commands/transitions.ts +40 -0
- package/packages/cli/src/deps.ts +122 -0
- package/packages/cli/src/ffmpeg.ts +81 -0
- package/packages/cli/src/index.ts +8 -0
- package/packages/cli/src/kf.ts +53 -0
- package/packages/cli/src/lock.ts +72 -0
- package/packages/cli/src/out.ts +13 -0
- package/packages/cli/src/serve.ts +124 -0
- package/packages/clock/package.json +14 -0
- package/packages/clock/src/index.ts +25 -0
- package/packages/clock/src/install.ts +351 -0
- package/packages/clock/src/types.ts +45 -0
- package/packages/core/package.json +9 -0
- package/packages/core/src/beats.ts +283 -0
- package/packages/core/src/ease.ts +87 -0
- package/packages/core/src/frame.ts +99 -0
- package/packages/core/src/index.ts +27 -0
- package/packages/core/src/project.ts +146 -0
- package/packages/core/src/rand.ts +56 -0
- package/packages/core/src/spring.ts +52 -0
- package/packages/core/src/style.ts +100 -0
- package/packages/core/src/time.ts +88 -0
- package/packages/gen/PROVIDERS.md +55 -0
- package/packages/gen/package.json +9 -0
- package/packages/gen/src/generate.ts +204 -0
- package/packages/gen/src/image/og.ts +133 -0
- package/packages/gen/src/index.ts +18 -0
- package/packages/gen/src/keys.ts +60 -0
- package/packages/gen/src/media.ts +150 -0
- package/packages/gen/src/plan.ts +106 -0
- package/packages/gen/src/registry.ts +51 -0
- package/packages/gen/src/seam.ts +103 -0
- package/packages/gen/src/types.ts +86 -0
- package/packages/gen/src/video/fal.ts +140 -0
- package/packages/gen/src/video/h3.ts +107 -0
- package/packages/gen/src/video/http.ts +44 -0
- package/packages/gen/src/video/ltx.ts +60 -0
- package/packages/gen/src/video/minimax.ts +55 -0
- package/packages/gen/src/video/veo.ts +71 -0
- package/packages/jizura/package.json +16 -0
- package/packages/jizura/src/deny.ts +73 -0
- package/packages/jizura/src/index.ts +7 -0
- package/packages/jizura/src/install.ts +226 -0
- package/packages/jizura/src/layer.ts +282 -0
- package/packages/jizura/src/lyrics.ts +81 -0
- package/packages/jizura/src/pin.ts +5 -0
- package/packages/jizura/src/vite.ts +36 -0
- package/packages/motion/README.md +142 -0
- package/packages/motion/package.json +29 -0
- package/packages/motion/src/camera.ts +97 -0
- package/packages/motion/src/captions.ts +479 -0
- package/packages/motion/src/enter.ts +128 -0
- package/packages/motion/src/hangul.ts +129 -0
- package/packages/motion/src/impact.ts +100 -0
- package/packages/motion/src/index.ts +17 -0
- package/packages/motion/src/moves/brushWipe.ts +90 -0
- package/packages/motion/src/moves/cloneArray.ts +111 -0
- package/packages/motion/src/moves/curtains.ts +81 -0
- package/packages/motion/src/moves/echoStack.ts +70 -0
- package/packages/motion/src/moves/fit.ts +34 -0
- package/packages/motion/src/moves/flood.ts +61 -0
- package/packages/motion/src/moves/ghostStack.ts +79 -0
- package/packages/motion/src/moves/gridFloor.ts +100 -0
- package/packages/motion/src/moves/imageSwarm.ts +109 -0
- package/packages/motion/src/moves/index.ts +19 -0
- package/packages/motion/src/moves/irisBlades.ts +113 -0
- package/packages/motion/src/moves/karaokeLine.ts +94 -0
- package/packages/motion/src/moves/ledBoard.ts +94 -0
- package/packages/motion/src/moves/liquidTab.ts +72 -0
- package/packages/motion/src/moves/markerWrite.ts +63 -0
- package/packages/motion/src/moves/morphBox.ts +96 -0
- package/packages/motion/src/moves/neonSign.ts +77 -0
- package/packages/motion/src/moves/panelPop.ts +78 -0
- package/packages/motion/src/moves/paperTear.ts +75 -0
- package/packages/motion/src/moves/path.ts +64 -0
- package/packages/motion/src/moves/pathText.ts +107 -0
- package/packages/motion/src/moves/pointSphere.ts +109 -0
- package/packages/motion/src/moves/ransomLetters.ts +73 -0
- package/packages/motion/src/moves/shapeMorph.ts +143 -0
- package/packages/motion/src/moves/slamWords.ts +89 -0
- package/packages/motion/src/moves/sparkTrail.ts +114 -0
- package/packages/motion/src/moves/speedLines.ts +91 -0
- package/packages/motion/src/moves/splitFlap.ts +147 -0
- package/packages/motion/src/moves/stepWords.ts +117 -0
- package/packages/motion/src/moves/strikeOut.ts +98 -0
- package/packages/motion/src/moves/sunburst.ts +58 -0
- package/packages/motion/src/moves/tickerRows.ts +87 -0
- package/packages/motion/src/moves/tokenPicker.ts +114 -0
- package/packages/motion/src/moves/truchet.ts +85 -0
- package/packages/motion/src/moves/wordWall.ts +76 -0
- package/packages/motion/src/moves/worldRoll.ts +31 -0
- package/packages/motion/src/particles.ts +102 -0
- package/packages/motion/src/react/index.tsx +21 -0
- package/packages/motion/src/react/parts.tsx +431 -0
- package/packages/motion/src/react/time.tsx +97 -0
- package/packages/motion/src/text.ts +103 -0
- package/packages/motion/src/transition.ts +82 -0
- package/packages/motion/src/transition3d/cards.ts +65 -0
- package/packages/motion/src/transition3d/chain.ts +84 -0
- package/packages/motion/src/transition3d/dive.ts +181 -0
- package/packages/motion/src/transition3d/fold.ts +110 -0
- package/packages/motion/src/transition3d/gl.ts +219 -0
- package/packages/motion/src/transition3d/index.ts +228 -0
- package/packages/motion/src/transition3d/live.ts +70 -0
- package/packages/motion/src/transition3d/portal.ts +115 -0
- package/packages/motion/src/transition3d/react.tsx +29 -0
- package/packages/motion/src/transition3d/rig.ts +502 -0
- package/packages/motion/src/transition3d/shatter.ts +101 -0
- package/packages/motion/src/transition3d/whip.ts +65 -0
- package/packages/motion/src/transition3d/world.ts +683 -0
- package/packages/motion/src/transition3d/zoomOut.ts +114 -0
- package/packages/motion/src/transitions2d/catalog.ts +127 -0
- package/packages/motion/src/transitions2d/css.d.ts +2 -0
- package/packages/motion/src/transitions2d/cult-ui/LICENSE.md +9 -0
- package/packages/motion/src/transitions2d/cult-ui/RollingNumber.tsx +43 -0
- package/packages/motion/src/transitions2d/gl-transitions/LICENSE +25 -0
- package/packages/motion/src/transitions2d/gl-transitions/shaders.ts +1931 -0
- package/packages/motion/src/transitions2d/index.ts +2 -0
- package/packages/motion/src/transitions2d/kokonutui/LICENSE +21 -0
- package/packages/motion/src/transitions2d/kokonutui/MatrixText.css +16 -0
- package/packages/motion/src/transitions2d/kokonutui/MatrixText.tsx +94 -0
- package/packages/motion/src/transitions2d/magicui/HyperText.css +15 -0
- package/packages/motion/src/transitions2d/magicui/HyperText.tsx +115 -0
- package/packages/motion/src/transitions2d/magicui/LICENSE.md +21 -0
- package/packages/motion/src/transitions2d/magicui/MorphingText.css +25 -0
- package/packages/motion/src/transitions2d/magicui/MorphingText.tsx +130 -0
- package/packages/motion/src/transitions2d/magicui/WordRotate.tsx +42 -0
- package/packages/motion/src/transitions2d/react.ts +13 -0
- package/packages/motion/src/transitions2d/skiper-ui/ClipDiv.css +39 -0
- package/packages/motion/src/transitions2d/skiper-ui/ClipDiv.tsx +32 -0
- package/packages/motion/src/transitions2d/smoothui/LICENSE +21 -0
- package/packages/motion/src/transitions2d/smoothui/SharedAxisY.tsx +50 -0
- package/packages/motion/src/transitions2d/smoothui/TextMorph.tsx +90 -0
- package/packages/motion/src/transitions2d/smoothui/shaders.ts +223 -0
- package/packages/motion/src/transitions2d/unlumen/LICENSE +21 -0
- package/packages/motion/src/transitions2d/unlumen/ScrambleText.tsx +114 -0
- package/packages/motion/src/transitions2d/vengeance-ui/LICENSE +21 -0
- package/packages/motion/src/transitions2d/vengeance-ui/MorphText.css +69 -0
- package/packages/motion/src/transitions2d/vengeance-ui/MorphText.tsx +45 -0
- package/packages/motion/src/type.ts +131 -0
- package/packages/motion/src/ui.ts +172 -0
- package/packages/plan/package.json +15 -0
- package/packages/plan/src/brief.ts +254 -0
- package/packages/plan/src/captions.ts +75 -0
- package/packages/plan/src/detect.ts +93 -0
- package/packages/plan/src/index.ts +23 -0
- package/packages/plan/src/layout.ts +176 -0
- package/packages/plan/src/llm.ts +110 -0
- package/packages/plan/src/look.ts +220 -0
- package/packages/plan/src/plan.ts +125 -0
- package/packages/plan/src/request.ts +55 -0
- package/packages/plan/src/studio.ts +53 -0
- package/packages/plan/src/templates.ts +42 -0
- package/packages/plan/src/themes.ts +48 -0
- package/packages/plan/src/types.ts +106 -0
- package/packages/studio/package.json +12 -0
- package/packages/studio/src/index.ts +1 -0
- package/packages/studio/src/plugin.ts +236 -0
- package/packages/studio/src/ui/main.ts +503 -0
- package/packages/studio/src/ui/studio.css +165 -0
- package/packages/studio/src/ui/timeline.ts +317 -0
- package/packages/themes/kit/THEME-MAKE.md +68 -0
- package/packages/themes/kit/THEME.md +30 -0
- package/packages/themes/kit/briefs/og-intro-15s/brief.json +16 -0
- package/packages/themes/kit/briefs/og-intro-15s/facts.ts +29 -0
- package/packages/themes/kit/briefs/og-intro-15s/logo.svg +12 -0
- package/packages/themes/kit/effects.ts +5 -0
- package/packages/themes/kit/sample/index.html +11 -0
- package/packages/themes/kit/sample/main.ts +9 -0
- package/packages/themes/kit/sample/scenes/scene.ts +15 -0
- package/packages/themes/package.json +16 -0
- package/packages/themes/src/factory.ts +296 -0
- package/packages/themes/src/fx.ts +14 -0
- package/packages/themes/src/index.ts +105 -0
- package/packages/themes/src/stage3d.ts +177 -0
- package/packages/themes/src/types.ts +58 -0
- package/presets/kawaii-pastel.json +94 -0
- package/presets/neutral-dark.json +82 -0
- package/presets/og.json +98 -0
- package/skills/kasaframe/SKILL.md +32 -0
- package/templates/_shared/project/index.html +11 -0
- package/templates/_shared/project/lib/react.ts +22 -0
- package/templates/_shared/project/lib/stage.ts +272 -0
- package/templates/_shared/project/main.ts +9 -0
- package/templates/_shared/scenes/default.ts +18 -0
- package/templates/_shared/scenes/drop.ts +30 -0
- package/templates/_shared/scenes/end.ts +23 -0
- package/templates/_shared/scenes/hook.ts +16 -0
- package/templates/_shared/scenes/seam.ts +41 -0
- package/templates/_shared/scenes/step.ts +40 -0
- package/templates/ad/preview.png +0 -0
- package/templates/ad/template.json +132 -0
- package/templates/demo/preview.png +0 -0
- package/templates/demo/template.json +130 -0
- package/templates/explainer/preview.png +0 -0
- package/templates/explainer/template.json +142 -0
- package/templates/launch/preview.png +0 -0
- package/templates/launch/template.json +130 -0
- package/templates/mv/preview.png +0 -0
- package/templates/mv/scenes/default.ts +95 -0
- package/templates/mv/template.json +176 -0
- package/templates/promo/preview.png +0 -0
- package/templates/promo/template.json +144 -0
- package/templates/shorts/preview.png +0 -0
- package/templates/shorts/scenes/hook.ts +34 -0
- package/templates/shorts/template.json +127 -0
- package/templates/square/preview.png +0 -0
- package/templates/square/template.json +113 -0
- package/themes/debug-hud/THEME.md +39 -0
- package/themes/debug-hud/effects.ts +389 -0
- package/themes/debug-hud/sample/assets/og/logo.svg +12 -0
- package/themes/debug-hud/sample/beats.json +1 -0
- package/themes/debug-hud/sample/index.html +11 -0
- package/themes/debug-hud/sample/kf.json +59 -0
- package/themes/debug-hud/sample/lib/hudkit.ts +49 -0
- package/themes/debug-hud/sample/lib/og.ts +29 -0
- package/themes/debug-hud/sample/main.ts +9 -0
- package/themes/debug-hud/sample/scenes/end.ts +62 -0
- package/themes/debug-hud/sample/scenes/gather.ts +67 -0
- package/themes/debug-hud/sample/scenes/models.ts +70 -0
- package/themes/debug-hud/sample/scenes/price.ts +79 -0
- package/themes/debug-hud/sample/style.json +91 -0
- package/themes/debug-hud/still.png +0 -0
- package/themes/debug-hud/style.json +91 -0
- package/themes/debug-hud/theme.json +68 -0
- package/themes/og-measure/THEME.md +47 -0
- package/themes/og-measure/effects.ts +432 -0
- package/themes/og-measure/sample/assets/brand/og-logo-full.svg +12 -0
- package/themes/og-measure/sample/assets/brand/og-logo.svg +12 -0
- package/themes/og-measure/sample/assets/data/measure.json +353 -0
- package/themes/og-measure/sample/beats.json +1 -0
- package/themes/og-measure/sample/index.html +11 -0
- package/themes/og-measure/sample/kf.json +66 -0
- package/themes/og-measure/sample/lib/data.ts +62 -0
- package/themes/og-measure/sample/main.ts +9 -0
- package/themes/og-measure/sample/measure.ts +78 -0
- package/themes/og-measure/sample/scenes/end.ts +47 -0
- package/themes/og-measure/sample/scenes/gather.ts +51 -0
- package/themes/og-measure/sample/scenes/models.ts +34 -0
- package/themes/og-measure/sample/scenes/one.ts +39 -0
- package/themes/og-measure/sample/scenes/price.ts +56 -0
- package/themes/og-measure/sample/style.json +97 -0
- package/themes/og-measure/still.png +0 -0
- package/themes/og-measure/style.json +97 -0
- package/themes/og-measure/theme.json +79 -0
- package/themes/riso-zine/THEME.md +43 -0
- package/themes/riso-zine/effects.ts +321 -0
- package/themes/riso-zine/sample/assets/og/logo.svg +12 -0
- package/themes/riso-zine/sample/beats.json +1 -0
- package/themes/riso-zine/sample/index.html +11 -0
- package/themes/riso-zine/sample/kf.json +59 -0
- package/themes/riso-zine/sample/lib/og.ts +29 -0
- package/themes/riso-zine/sample/lib/shot.ts +86 -0
- package/themes/riso-zine/sample/lib/zine.ts +42 -0
- package/themes/riso-zine/sample/main.ts +9 -0
- package/themes/riso-zine/sample/scenes/end.ts +61 -0
- package/themes/riso-zine/sample/scenes/gather.ts +62 -0
- package/themes/riso-zine/sample/scenes/models.ts +52 -0
- package/themes/riso-zine/sample/scenes/price.ts +82 -0
- package/themes/riso-zine/sample/style.json +99 -0
- package/themes/riso-zine/still.png +0 -0
- package/themes/riso-zine/style.json +99 -0
- package/themes/riso-zine/theme.json +75 -0
- package/tools/beats/beats.py +372 -0
- package/tools/beats/requirements.txt +3 -0
- package/tools/lyrics/align.py +164 -0
- package/tools/lyrics/requirements.txt +9 -0
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import { clamp, progress, rand, toEase, type Beats, type BeatGrid, type Ease, type EaseName } from "@kasaframe/core";
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import type { Vec3 } from "../camera.ts";
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/** 3D 일곱 가지 + gl-transitions(`gl:<이름>`) + SmoothUI 덮개(`smooth:<이름>`) */
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export type Transition3dName = "dive" | "portal" | "cards" | "shatter" | "zoomOut" | "fold" | "diveChain" | "whip" | `gl:${string}` | `smooth:${string}`;
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export const TRANSITIONS_3D = ["dive", "portal", "cards", "shatter", "zoomOut", "fold", "diveChain", "whip"] as const satisfies readonly Transition3dName[];
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/** 혼자 쓸 때(장면 길이를 안 줄 때) 기본 길이 */
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export const DUR_3D: Record<(typeof TRANSITIONS_3D)[number], number> = { dive: 2.8, portal: 2.2, cards: 2.6, shatter: 2.2, zoomOut: 2.4, fold: 2.0, diveChain: 2.4, whip: 1.2 };
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/** 혼자 쓸 때 기본 길이 — 셰이더 전환(gl·smooth)은 짧게 */
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export const durOf = (kind: Transition3dName): number => (kind in DUR_3D ? DUR_3D[kind as keyof typeof DUR_3D] : 1.2);
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/** 세로 시야각(도). 높이 1 인 판이 화면을 꽉 채우는 거리가 FIT */
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export const FOV = 40;
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export const FIT = 0.5 / Math.tan((FOV * Math.PI) / 360);
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export interface Pose {
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pos: Vec3;
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look: Vec3;
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/** 시선 축 둘레 기울기(라디안) */
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roll?: number;
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/** 더하는 화각(도) */
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fov?: number;
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}
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export interface TimingOpts {
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/** 시작 시각(장면 안 초). 기본 0 */
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at?: number;
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/** 길이. 장면 ctx 가 있으면 기본은 장면 끝까지 */
|
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34
|
+
dur?: number;
|
|
35
|
+
/** 이 시각에 끝나게 — 드롭·박 시각을 그대로 넣는다. at 을 안 주면 at = endAt - dur */
|
|
36
|
+
endAt?: number;
|
|
37
|
+
/** 끝을 가장 가까운 박·마디·드롭에 붙인다(beats 필요) */
|
|
38
|
+
snap?: BeatGrid;
|
|
39
|
+
beats?: Beats;
|
|
40
|
+
}
|
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41
|
+
|
|
42
|
+
export interface Timing {
|
|
43
|
+
at: number;
|
|
44
|
+
dur: number;
|
|
45
|
+
}
|
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46
|
+
|
|
47
|
+
/** at·dur·endAt·snap 을 한 가지 구간으로. 장면 길이(sceneDur)가 있으면 그 안으로 자른다 */
|
|
48
|
+
export function resolveTiming(o: TimingOpts, fallbackDur: number, sceneDur?: number): Timing {
|
|
49
|
+
let at = o.at ?? 0;
|
|
50
|
+
let dur = o.dur ?? (sceneDur !== undefined ? sceneDur - at : fallbackDur);
|
|
51
|
+
if (o.endAt !== undefined) {
|
|
52
|
+
if (o.at === undefined) at = o.endAt - dur;
|
|
53
|
+
else dur = o.endAt - at;
|
|
54
|
+
}
|
|
55
|
+
if (o.snap && o.beats) {
|
|
56
|
+
const end = o.beats.nearestBeat(at + dur, o.snap);
|
|
57
|
+
// 너무 짧아지면 붙이지 않는다 — 그림이 반쯤 넘어가다 잘린다
|
|
58
|
+
if (Number.isFinite(end) && end - at >= 0.4) dur = end - at;
|
|
59
|
+
}
|
|
60
|
+
if (sceneDur !== undefined) {
|
|
61
|
+
at = Math.max(0, at);
|
|
62
|
+
dur = Math.min(dur, sceneDur - at);
|
|
63
|
+
}
|
|
64
|
+
return { at, dur: Math.max(0, dur) };
|
|
65
|
+
}
|
|
66
|
+
|
|
67
|
+
/** 구간 진행도 0..1 — 앞은 0(앞 장면 그대로), 뒤는 1(뒤 장면 그대로) */
|
|
68
|
+
export const rawProgress = (t: number, tm: Timing): number => progress(t, tm.at, tm.dur);
|
|
69
|
+
|
|
70
|
+
/** u 의 [a, b] 부분을 0..1 로 */
|
|
71
|
+
export const seg = (u: number, a: number, b: number, e?: EaseName | Ease): number => {
|
|
72
|
+
const p = clamp((u - a) / (b - a));
|
|
73
|
+
return e ? toEase(e)(p) : p;
|
|
74
|
+
};
|
|
75
|
+
|
|
76
|
+
export const mix = (a: number, b: number, p: number): number => a + (b - a) * p;
|
|
77
|
+
export const mixV = (a: Vec3, b: Vec3, p: number): Vec3 => [mix(a[0], b[0], p), mix(a[1], b[1], p), mix(a[2], b[2], p)];
|
|
78
|
+
export const addV = (a: Vec3, b: Vec3): Vec3 => [a[0] + b[0], a[1] + b[1], a[2] + b[2]];
|
|
79
|
+
export const scaleV = (a: Vec3, k: number): Vec3 => [a[0] * k, a[1] * k, a[2] * k];
|
|
80
|
+
|
|
81
|
+
/** 0 과 1 에서 0 인 봉우리 — 양 끝 그림을 정확히 지키면서 가운데에만 얹는 흔들림·비틀기에 */
|
|
82
|
+
export const hump = (u: number): number => Math.sin(Math.PI * clamp(u)) ** 2;
|
|
83
|
+
|
|
84
|
+
/** 판(높이 h, 중심 c, 바라보는 방향 n)을 화면에 꽉 채우는 카메라 자리 */
|
|
85
|
+
export function fitPose(c: Vec3 = [0, 0, 0], h = 1, n: Vec3 = [0, 0, 1]): Pose {
|
|
86
|
+
return { pos: addV(c, scaleV(n, FIT * h)), look: [...c] };
|
|
87
|
+
}
|
|
88
|
+
|
|
89
|
+
/** 카트멀-롬 한 묶음 — 키 사이 속도가 이어진다(키마다 멈추지 않는다). s 는 0..1 */
|
|
90
|
+
export function spline(keys: Vec3[], s: number): Vec3 {
|
|
91
|
+
if (keys.length === 1) return [...keys[0]];
|
|
92
|
+
const n = keys.length - 1;
|
|
93
|
+
const x = clamp(s) * n;
|
|
94
|
+
const i = Math.min(n - 1, Math.floor(x));
|
|
95
|
+
const u = x - i;
|
|
96
|
+
const a = keys[Math.max(0, i - 1)];
|
|
97
|
+
const b = keys[i];
|
|
98
|
+
const c = keys[i + 1];
|
|
99
|
+
const d = keys[Math.min(n, i + 2)];
|
|
100
|
+
const cr = (p0: number, p1: number, p2: number, p3: number) =>
|
|
101
|
+
0.5 * (2 * p1 + (-p0 + p2) * u + (2 * p0 - 5 * p1 + 4 * p2 - p3) * u * u + (-p0 + 3 * p1 - 3 * p2 + p3) * u * u * u);
|
|
102
|
+
return [0, 1, 2].map((j) => cr(a[j], b[j], c[j], d[j])) as Vec3;
|
|
103
|
+
}
|
|
104
|
+
|
|
105
|
+
/** 시드 난수 [lo, hi) */
|
|
106
|
+
export const rr = (seed: string, i: number, lo: number, hi: number): number => lo + (hi - lo) * rand(seed, i);
|
|
107
|
+
|
|
108
|
+
// ── 종류별 카메라 리그. 순수 함수라 브라우저 없이 시험한다 ──
|
|
109
|
+
|
|
110
|
+
export interface Env {
|
|
111
|
+
aspect: number;
|
|
112
|
+
seed: string;
|
|
113
|
+
}
|
|
114
|
+
|
|
115
|
+
export interface DiveState {
|
|
116
|
+
cam: Pose;
|
|
117
|
+
/** 앞 장면 화면이 녹아 사라진 정도 0..1 */
|
|
118
|
+
dissolve: number;
|
|
119
|
+
/** 카메라가 화면 면을 지나 안쪽 공간에 들어섰는가 */
|
|
120
|
+
inside: boolean;
|
|
121
|
+
/** 화면 결 흔들림(지직) 0..1 */
|
|
122
|
+
glitch: number;
|
|
123
|
+
}
|
|
124
|
+
|
|
125
|
+
/** 깊이 — 화면 뒤 안쪽 공간에서 뒤 장면 판이 서는 자리. 깊을수록 통로를 나는 빠르기가 커진다 */
|
|
126
|
+
export const DIVE_DEPTH = 18;
|
|
127
|
+
|
|
128
|
+
export function diveRig(u: number, env: Env): DiveState {
|
|
129
|
+
const side = rand(env.seed, 1) < 0.5 ? -1 : 1;
|
|
130
|
+
// 물러났다가 다가가는 길을 한 곡선으로 — 앞뒤 방향이 바뀌는 동안에도 옆으로 쓸고 지나가 카메라가 서는 순간이 없다.
|
|
131
|
+
// 앞 절반에 몰아 짧게 물러나고 빨리 뚫는다
|
|
132
|
+
const keys: Vec3[] = [
|
|
133
|
+
[0, 0, FIT],
|
|
134
|
+
[side * 0.55, 0.22, FIT * 2.1],
|
|
135
|
+
[-side * 0.35, 0.16, FIT * 1.8],
|
|
136
|
+
[-side * 0.1, 0.04, FIT * 0.85],
|
|
137
|
+
[0, 0, -0.06],
|
|
138
|
+
];
|
|
139
|
+
const looks: Vec3[] = [
|
|
140
|
+
[0, 0, 0],
|
|
141
|
+
[side * 0.08, -0.1, 0],
|
|
142
|
+
[-side * 0.04, -0.06, 0],
|
|
143
|
+
[0, 0, -0.5],
|
|
144
|
+
[0, 0, -1],
|
|
145
|
+
];
|
|
146
|
+
let pos: Vec3;
|
|
147
|
+
let look: Vec3;
|
|
148
|
+
let barrel = 0;
|
|
149
|
+
if (u < 0.5) {
|
|
150
|
+
const x = u / 0.5;
|
|
151
|
+
// 처음부터 움직이며(0 이 아닌 출발 속도) 점점 빨라져 화면을 뚫는다
|
|
152
|
+
const s = 0.35 * x + 0.65 * x * x;
|
|
153
|
+
pos = spline(keys, s);
|
|
154
|
+
look = spline(looks, s);
|
|
155
|
+
} else {
|
|
156
|
+
const fly = seg(u, 0.5, 1, "outCubic");
|
|
157
|
+
pos = mixV([0, 0, -0.06], [0, 0, -DIVE_DEPTH + FIT], fly);
|
|
158
|
+
look = mixV([0, 0, -1], [0, 0, -DIVE_DEPTH], Math.min(1, fly * 1.6));
|
|
159
|
+
// 통로를 나는 동안 한 바퀴 통째로 돈다
|
|
160
|
+
barrel = side * 2 * Math.PI * seg(u, 0.54, 0.9, "inOutCubic");
|
|
161
|
+
}
|
|
162
|
+
const roll = side * -0.14 * hump(seg(u, 0.28, 0.9)) + barrel;
|
|
163
|
+
return {
|
|
164
|
+
cam: { pos, look, roll: u <= 0 || u >= 1 ? 0 : roll },
|
|
165
|
+
dissolve: seg(u, 0.33, 0.47, "inOutQuad"),
|
|
166
|
+
inside: pos[2] < 0.04,
|
|
167
|
+
glitch: hump(seg(u, 0.2, 0.36)),
|
|
168
|
+
};
|
|
169
|
+
}
|
|
170
|
+
|
|
171
|
+
export interface PortalState {
|
|
172
|
+
cam: Pose;
|
|
173
|
+
/** 구멍 반지름 — 화면 높이 1 기준 */
|
|
174
|
+
radius: number;
|
|
175
|
+
center: [number, number];
|
|
176
|
+
}
|
|
177
|
+
|
|
178
|
+
export const PORTAL_DEPTH = 8;
|
|
179
|
+
|
|
180
|
+
export function portalRig(u: number, env: Env): PortalState {
|
|
181
|
+
const cx = rr(env.seed, 2, -0.12, 0.12) * env.aspect;
|
|
182
|
+
const cy = rr(env.seed, 3, -0.08, 0.08);
|
|
183
|
+
const far = Math.hypot(env.aspect / 2 + Math.abs(cx), 0.5 + Math.abs(cy));
|
|
184
|
+
const open = seg(u, 0, 0.42, "inOutCubic");
|
|
185
|
+
// 처음엔 작게 열려 안을 보여 주고(0.18), 그다음 화면 밖까지 벌어진다
|
|
186
|
+
const radius = mix(0, 0.2, seg(u, 0, 0.16, "outBack")) + (far - 0.2 + 0.05) * seg(u, 0.16, 0.42, "inCubic") * (open > 0 ? 1 : 0);
|
|
187
|
+
const travel = seg(u, 0.18, 1, "inOutCubic");
|
|
188
|
+
const z = mix(FIT, -PORTAL_DEPTH + FIT, travel);
|
|
189
|
+
// 구멍 쪽으로 살짝 끌려갔다가 터널 축으로 돌아온다
|
|
190
|
+
const pullToHole = hump(seg(u, 0, 0.6)) * 0.7;
|
|
191
|
+
const pos: Vec3 = [cx * pullToHole * 0.6, cy * pullToHole * 0.6, z];
|
|
192
|
+
const look: Vec3 = [cx * pullToHole * 0.4, cy * pullToHole * 0.4, z - 1];
|
|
193
|
+
const side = rand(env.seed, 4) < 0.5 ? -1 : 1;
|
|
194
|
+
return { cam: { pos, look, roll: side * 0.35 * hump(seg(u, 0.2, 1)) }, radius: u <= 0 ? 0 : u >= 1 ? far + 0.05 : radius, center: [cx, cy] };
|
|
195
|
+
}
|
|
196
|
+
|
|
197
|
+
export interface CardSlot {
|
|
198
|
+
pos: Vec3;
|
|
199
|
+
/** y 축 회전(라디안) */
|
|
200
|
+
yaw: number;
|
|
201
|
+
/** 0 = 앞 장면, 1 = 뒤 장면, 2.. = 꾸밈 판(앞·뒤 그림을 흐리게) */
|
|
202
|
+
img: number;
|
|
203
|
+
scale: number;
|
|
204
|
+
}
|
|
205
|
+
|
|
206
|
+
export function cardSlots(env: Env): CardSlot[] {
|
|
207
|
+
const side = rand(env.seed, 5) < 0.5 ? -1 : 1;
|
|
208
|
+
const slots: CardSlot[] = [
|
|
209
|
+
{ pos: [0, 0, 0], yaw: 0, img: 0, scale: 1 },
|
|
210
|
+
{ pos: [side * 2.7, 0.35, -2.6], yaw: -side * 0.55, img: 1, scale: 1 },
|
|
211
|
+
];
|
|
212
|
+
const ring = 9;
|
|
213
|
+
for (let i = 0; i < ring; i++) {
|
|
214
|
+
const a = (i / ring) * Math.PI * 2 + rr(env.seed, 10 + i, -0.3, 0.3);
|
|
215
|
+
const r = rr(env.seed, 30 + i, 2.6, 4.6);
|
|
216
|
+
slots.push({
|
|
217
|
+
pos: [Math.cos(a) * r * 1.1 + side * 1.2, rr(env.seed, 50 + i, -1.4, 1.6), -1.4 + Math.sin(a) * r * 0.9 - 1.6],
|
|
218
|
+
yaw: rr(env.seed, 70 + i, -0.7, 0.7),
|
|
219
|
+
img: 2 + (i % 2),
|
|
220
|
+
scale: rr(env.seed, 90 + i, 0.45, 0.85),
|
|
221
|
+
});
|
|
222
|
+
}
|
|
223
|
+
// 꾸밈 판이 처음·끝 카메라와 주인공 판 사이에 끼면 경계 프레임이 가려진다 — 주인공 판 뒤로 민다
|
|
224
|
+
const ends = [fitPose(slots[0].pos), fitPose(slots[1].pos, slots[1].scale, slotNormal(slots[1]))];
|
|
225
|
+
for (const d of slots.slice(2)) {
|
|
226
|
+
for (const pose of ends) {
|
|
227
|
+
const reach = FIT + 0.4;
|
|
228
|
+
const z = depthIn(pose, d.pos, env.aspect, (d.scale * env.aspect) / 2 + 0.2);
|
|
229
|
+
if (z !== null && z < reach) d.pos = addV(d.pos, scaleV(forward(pose), reach + 1 - z));
|
|
230
|
+
}
|
|
231
|
+
}
|
|
232
|
+
return slots;
|
|
233
|
+
}
|
|
234
|
+
|
|
235
|
+
const sub = (a: Vec3, b: Vec3): Vec3 => [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
|
|
236
|
+
const dot = (a: Vec3, b: Vec3): number => a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
|
|
237
|
+
const cross = (a: Vec3, b: Vec3): Vec3 => [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]];
|
|
238
|
+
const norm = (a: Vec3): Vec3 => scaleV(a, 1 / (Math.hypot(...a) || 1));
|
|
239
|
+
const forward = (p: Pose): Vec3 => norm(sub(p.look, p.pos));
|
|
240
|
+
|
|
241
|
+
/** 점이 카메라 시야(가장자리 pad 만큼 넓혀서) 안에 있으면 시선 방향 깊이, 아니면 null */
|
|
242
|
+
export function depthIn(pose: Pose, p: Vec3, aspect: number, pad = 0): number | null {
|
|
243
|
+
const f = forward(pose);
|
|
244
|
+
const r = norm(cross(f, [0, 1, 0]));
|
|
245
|
+
const up = cross(r, f);
|
|
246
|
+
const d = sub(p, pose.pos);
|
|
247
|
+
const z = dot(d, f);
|
|
248
|
+
if (z <= -pad) return null;
|
|
249
|
+
const k = Math.tan((FOV * Math.PI) / 360) * Math.max(z, 0);
|
|
250
|
+
return Math.abs(dot(d, r)) < k * aspect + pad && Math.abs(dot(d, up)) < k + pad ? z : null;
|
|
251
|
+
}
|
|
252
|
+
|
|
253
|
+
/** 판 하나가 바라보는 방향(앞면 법선) */
|
|
254
|
+
export const slotNormal = (s: CardSlot): Vec3 => [Math.sin(s.yaw), 0, Math.cos(s.yaw)];
|
|
255
|
+
|
|
256
|
+
export function cardsRig(u: number, env: Env): { cam: Pose } {
|
|
257
|
+
const [a, b] = cardSlots(env);
|
|
258
|
+
const start = fitPose(a.pos);
|
|
259
|
+
const end = fitPose(b.pos, b.scale, slotNormal(b));
|
|
260
|
+
const mid1: Vec3 = [b.pos[0] * 0.15, 0.55, FIT + 2.4];
|
|
261
|
+
const mid2: Vec3 = addV(b.pos, addV(scaleV(slotNormal(b), FIT + 2.2), [0, 0.35, 0]));
|
|
262
|
+
const s = toEase("inOutCubic")(clamp(u));
|
|
263
|
+
const pos = spline([start.pos, mid1, mid2, end.pos], s);
|
|
264
|
+
// 시선은 앞 판 → 두 판 사이 → 뒤 판으로 넘어간다
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265
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+
const between = mixV(a.pos, b.pos, 0.5);
|
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266
|
+
const look = spline([start.look, mixV(a.pos, between, 0.6), mixV(between, b.pos, 0.8), end.look], toEase("inOutQuad")(clamp(u)));
|
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267
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+
return { cam: { pos, look } };
|
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268
|
+
}
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269
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+
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270
|
+
export interface Tile {
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271
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+
/** 칸 중심(화면 좌표, 높이 1 기준) */
|
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272
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+
c: [number, number];
|
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273
|
+
/** 출발 지연 0..1 */
|
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274
|
+
delay: number;
|
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275
|
+
/** 날아가는 방향·회전축·회전량 */
|
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276
|
+
vel: Vec3;
|
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277
|
+
axis: Vec3;
|
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278
|
+
spin: number;
|
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279
|
+
}
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280
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+
|
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281
|
+
export function tileGrid(env: Env, rows = 9): { cols: number; rows: number; tw: number; th: number } {
|
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282
|
+
const cols = Math.max(2, Math.round(rows * env.aspect));
|
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283
|
+
return { cols, rows, tw: env.aspect / cols, th: 1 / rows };
|
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284
|
+
}
|
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285
|
+
|
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286
|
+
/** 쪼개질 칸들 — side 0 은 흩어지는 앞 장면, 1 은 조립되는 뒤 장면 */
|
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287
|
+
export function tiles(env: Env, side: 0 | 1, rows = 9): Tile[] {
|
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288
|
+
const { cols, tw, th } = tileGrid(env, rows);
|
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289
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+
const seed = `${env.seed}:${side}`;
|
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290
|
+
const ix = rr(env.seed, 7, -0.2, 0.2) * env.aspect;
|
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291
|
+
const iy = rr(env.seed, 8, -0.15, 0.15);
|
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292
|
+
const far = Math.hypot(env.aspect / 2 + Math.abs(ix), 0.5 + Math.abs(iy));
|
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293
|
+
const out: Tile[] = [];
|
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294
|
+
for (let r = 0; r < rows; r++) {
|
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295
|
+
for (let c = 0; c < cols; c++) {
|
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296
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+
const i = r * cols + c;
|
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297
|
+
const x = -env.aspect / 2 + (c + 0.5) * tw;
|
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298
|
+
const y = -0.5 + (r + 0.5) * th;
|
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299
|
+
const dx = x - ix;
|
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300
|
+
const dy = y - iy;
|
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301
|
+
const d = Math.hypot(dx, dy) / far;
|
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302
|
+
// 앞 장면은 맞은 자리부터 터지고, 뒤 장면은 가장자리부터 모여 가운데가 마지막에 닫힌다
|
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303
|
+
const delay = side === 0 ? d * 0.55 + rr(seed, i, 0, 0.12) : (1 - d) * 0.5 + rr(seed, i, 0, 0.12);
|
|
304
|
+
const len = Math.hypot(dx, dy) || 1;
|
|
305
|
+
const push = rr(seed, 1000 + i, 0.8, 2.2);
|
|
306
|
+
const vel: Vec3 = [(dx / len) * push + rr(seed, 2000 + i, -0.4, 0.4), (dy / len) * push + rr(seed, 3000 + i, -0.3, 0.6), side === 0 ? rr(seed, 4000 + i, 0.6, 2.4) : rr(seed, 4000 + i, -4, -1.5)];
|
|
307
|
+
const ax: Vec3 = [rr(seed, 5000 + i, -1, 1), rr(seed, 6000 + i, -1, 1), rr(seed, 7000 + i, -0.4, 0.4)];
|
|
308
|
+
const al = Math.hypot(...ax) || 1;
|
|
309
|
+
out.push({ c: [x, y], delay, vel, axis: [ax[0] / al, ax[1] / al, ax[2] / al], spin: rr(seed, 8000 + i, 1.5, 4.5) * (rand(seed, 9000 + i) < 0.5 ? -1 : 1) });
|
|
310
|
+
}
|
|
311
|
+
}
|
|
312
|
+
return out;
|
|
313
|
+
}
|
|
314
|
+
|
|
315
|
+
/** 칸 하나의 진행 — 0 이면 제자리. 흩어짐은 u 가 지날수록, 조립은 u=1 에서 정확히 0 */
|
|
316
|
+
export function tileAmount(u: number, tile: Tile, side: 0 | 1): number {
|
|
317
|
+
if (side === 0) return seg(u, tile.delay * 0.6, tile.delay * 0.6 + 0.45, "inQuad");
|
|
318
|
+
return 1 - seg(u, 0.35 + tile.delay * 0.45, 0.35 + tile.delay * 0.45 + 0.2, "outCubic");
|
|
319
|
+
}
|
|
320
|
+
|
|
321
|
+
export function shatterRig(u: number, env: Env): { cam: Pose } {
|
|
322
|
+
const side = rand(env.seed, 9) < 0.5 ? -1 : 1;
|
|
323
|
+
const k = hump(u);
|
|
324
|
+
return { cam: { pos: [side * 0.55 * k, 0.12 * k, FIT + 0.9 * k], look: [side * -0.1 * k, 0, 0], roll: side * 0.05 * k } };
|
|
325
|
+
}
|
|
326
|
+
|
|
327
|
+
export interface ZoomOutState {
|
|
328
|
+
cam: Pose;
|
|
329
|
+
/** 창(앞 장면)의 중심·높이 — 뒤 장면 판 위 좌표 */
|
|
330
|
+
win: { c: Vec3; h: number };
|
|
331
|
+
/** 창이 뒤 장면에서 떠 있는 높이 */
|
|
332
|
+
lift: number;
|
|
333
|
+
/** 창 테두리·그림자 보이기 0..1 */
|
|
334
|
+
chrome: number;
|
|
335
|
+
/** 창 그림이 뒤 장면의 그 자리 그림으로 넘어간 정도 */
|
|
336
|
+
blend: number;
|
|
337
|
+
/** 뒤 장면을 어둡게 누르는 정도 */
|
|
338
|
+
dim: number;
|
|
339
|
+
}
|
|
340
|
+
|
|
341
|
+
export interface WindowRect {
|
|
342
|
+
/** 뒤 장면 안 창 중심(0..1, 왼쪽 위가 0) */
|
|
343
|
+
x: number;
|
|
344
|
+
y: number;
|
|
345
|
+
/** 창 높이(뒤 장면 높이 대비 0..1). 창 비율은 화면과 같다 */
|
|
346
|
+
h: number;
|
|
347
|
+
}
|
|
348
|
+
|
|
349
|
+
export function zoomOutRig(u: number, env: Env, win: WindowRect): ZoomOutState {
|
|
350
|
+
const c: Vec3 = [(win.x - 0.5) * env.aspect, 0.5 - win.y, 0];
|
|
351
|
+
const h = win.h;
|
|
352
|
+
const lift = 0.5 * (1 - seg(u, 0.55, 0.92, "inOutCubic"));
|
|
353
|
+
const wc: Vec3 = [c[0], c[1], lift];
|
|
354
|
+
const start = fitPose(wc, h);
|
|
355
|
+
const end = fitPose([0, 0, 0]);
|
|
356
|
+
const side = rand(env.seed, 11) < 0.5 ? -1 : 1;
|
|
357
|
+
const s = toEase("inOutCubic")(clamp(u));
|
|
358
|
+
const midA: Vec3 = [c[0] + side * 0.35, c[1] + 0.2, lift + FIT * h * 2.4];
|
|
359
|
+
const midB: Vec3 = [side * 0.7, 0.35, FIT * 1.5];
|
|
360
|
+
const pos = spline([start.pos, midA, midB, end.pos], s);
|
|
361
|
+
const look = mixV(wc, [0, 0, 0], toEase("inOutQuad")(seg(u, 0.15, 1)));
|
|
362
|
+
return {
|
|
363
|
+
cam: { pos, look },
|
|
364
|
+
win: { c: wc, h },
|
|
365
|
+
lift,
|
|
366
|
+
chrome: hump(seg(u, 0, 0.9)) * (u < 0.85 ? 1 : 1 - seg(u, 0.85, 0.95)),
|
|
367
|
+
blend: seg(u, 0.78, 0.97, "inOutQuad"),
|
|
368
|
+
dim: 0.45 * hump(seg(u, 0, 1)),
|
|
369
|
+
};
|
|
370
|
+
}
|
|
371
|
+
|
|
372
|
+
export type FoldStyle = "accordion" | "roll";
|
|
373
|
+
|
|
374
|
+
export interface FoldState {
|
|
375
|
+
cam: Pose;
|
|
376
|
+
/** 아코디언: 접힌 각(라디안). 말기: 말린 선의 높이 */
|
|
377
|
+
amount: number;
|
|
378
|
+
/** 접힌 묶음이 옆으로 빠지는 거리 */
|
|
379
|
+
slide: number;
|
|
380
|
+
/** 앞 장면이 남아 보이는 정도 */
|
|
381
|
+
alpha: number;
|
|
382
|
+
}
|
|
383
|
+
|
|
384
|
+
export function foldRig(u: number, env: Env, style: FoldStyle): FoldState {
|
|
385
|
+
const side = rand(env.seed, 12) < 0.5 ? -1 : 1;
|
|
386
|
+
const k = hump(u);
|
|
387
|
+
const cam: Pose = { pos: [side * 0.5 * k, -0.18 * k, FIT + 0.75 * k], look: [side * -0.12 * k, 0, 0] };
|
|
388
|
+
if (style === "roll") {
|
|
389
|
+
return { cam, amount: mix(-0.62, 0.85, seg(u, 0, 0.9, "inOutCubic")), slide: 0, alpha: 1 - seg(u, 0.88, 0.98) };
|
|
390
|
+
}
|
|
391
|
+
return {
|
|
392
|
+
cam,
|
|
393
|
+
amount: (Math.PI / 2) * 0.94 * seg(u, 0, 0.62, "inOutCubic"),
|
|
394
|
+
slide: seg(u, 0.55, 0.95, "inCubic") * (env.aspect + 0.6),
|
|
395
|
+
alpha: 1 - seg(u, 0.85, 0.96),
|
|
396
|
+
};
|
|
397
|
+
}
|
|
398
|
+
|
|
399
|
+
// ── 연속 다이브: 화면 속 화면을 끊김 없이 뚫고 들어간다 ──
|
|
400
|
+
|
|
401
|
+
/** 이어지는 화면 사이 깊이 */
|
|
402
|
+
export const CHAIN_GAP = 6;
|
|
403
|
+
|
|
404
|
+
export interface ChainOpts {
|
|
405
|
+
/** 화면 k 가 꽉 차는 시각(장면 안 초) — 늘어나는 순서 */
|
|
406
|
+
arrivals: number[];
|
|
407
|
+
/** 0 이면 같은 빠르기로 흘러가고, 1 이면 화면마다 멈췄다 간다. 기본 0.35 */
|
|
408
|
+
settle?: number;
|
|
409
|
+
gap?: number;
|
|
410
|
+
}
|
|
411
|
+
|
|
412
|
+
export interface ChainState {
|
|
413
|
+
cam: Pose;
|
|
414
|
+
/** 카메라가 지금 지나는(또는 머문) 화면 번호 */
|
|
415
|
+
index: number;
|
|
416
|
+
/** 화면마다 녹은 정도 0..1. 카메라가 지나간 화면은 1 */
|
|
417
|
+
dissolve: number[];
|
|
418
|
+
}
|
|
419
|
+
|
|
420
|
+
/** 화면 k 가 꽉 차는 카메라 z 를 지나는 단조 에르미트 곡선 — 도착 사이 속도가 이어진다 */
|
|
421
|
+
export function chainZ(t: number, o: ChainOpts): number {
|
|
422
|
+
const a = o.arrivals;
|
|
423
|
+
const gap = o.gap ?? CHAIN_GAP;
|
|
424
|
+
const Z = (k: number) => -k * gap + FIT;
|
|
425
|
+
const n = a.length;
|
|
426
|
+
if (n === 1 || t <= a[0]) return Z(0);
|
|
427
|
+
if (t >= a[n - 1]) return Z(n - 1);
|
|
428
|
+
let i = 0;
|
|
429
|
+
while (i < n - 2 && t >= a[i + 1]) i++;
|
|
430
|
+
const settle = clamp(o.settle ?? 0.35);
|
|
431
|
+
const secant = (k: number) => (Z(k + 1) - Z(k)) / (a[k + 1] - a[k]);
|
|
432
|
+
// 양 끝은 멈춘 채 시작·끝(앞·뒤 장면과 이어진다). 가운데는 이웃 기울기, 단조를 지키게 세 배 안으로
|
|
433
|
+
const tangent = (k: number) => {
|
|
434
|
+
if (k === 0 || k === n - 1) return 0;
|
|
435
|
+
const m = ((1 - settle) * (Z(k + 1) - Z(k - 1))) / (a[k + 1] - a[k - 1]);
|
|
436
|
+
const lim = 3 * Math.min(Math.abs(secant(k - 1)), Math.abs(secant(k)));
|
|
437
|
+
return Math.sign(m) * Math.min(Math.abs(m), lim);
|
|
438
|
+
};
|
|
439
|
+
const hseg = a[i + 1] - a[i];
|
|
440
|
+
const s = (t - a[i]) / hseg;
|
|
441
|
+
const s2 = s * s;
|
|
442
|
+
const s3 = s2 * s;
|
|
443
|
+
return (2 * s3 - 3 * s2 + 1) * Z(i) + (s3 - 2 * s2 + s) * hseg * tangent(i) + (-2 * s3 + 3 * s2) * Z(i + 1) + (s3 - s2) * hseg * tangent(i + 1);
|
|
444
|
+
}
|
|
445
|
+
|
|
446
|
+
export function chainRig(t: number, env: Env, o: ChainOpts): ChainState {
|
|
447
|
+
const gap = o.gap ?? CHAIN_GAP;
|
|
448
|
+
const a = o.arrivals;
|
|
449
|
+
const z = chainZ(t, o);
|
|
450
|
+
const n = a.length;
|
|
451
|
+
let index = 0;
|
|
452
|
+
while (index < n - 1 && t >= a[index + 1]) index++;
|
|
453
|
+
const dissolve = a.map((_, k) => {
|
|
454
|
+
if (k === n - 1) return 0;
|
|
455
|
+
const d = z - -k * gap;
|
|
456
|
+
// 꽉 찬 순간(d = FIT)은 반올림 찌꺼기 없이 정확히 0 — 그 프레임이 화면 그림 그대로여야 한다
|
|
457
|
+
return d <= 0 ? 1 : d >= FIT - 1e-9 ? 0 : 1 - clamp((d - 0.25) / (FIT - 0.25));
|
|
458
|
+
});
|
|
459
|
+
// 도착 사이에만 살짝 기운다 — 도착 순간은 0 이라 화면이 똑바로 찬다
|
|
460
|
+
let roll = 0;
|
|
461
|
+
if (t > a[0] && t < a[n - 1]) {
|
|
462
|
+
const s = (t - a[index]) / (a[Math.min(n - 1, index + 1)] - a[index] || 1);
|
|
463
|
+
roll = (rand(env.seed, 20 + index) < 0.5 ? -1 : 1) * 0.16 * hump(s);
|
|
464
|
+
}
|
|
465
|
+
return { cam: { pos: [0, 0, z], look: [0, 0, z - 1], roll }, index, dissolve };
|
|
466
|
+
}
|
|
467
|
+
|
|
468
|
+
/** 박자 격자에서 n 번의 도착 — 첫 도착은 from, 그다음은 격자의 다음 칸마다 */
|
|
469
|
+
export function arrivalsOn(beats: Beats, grid: BeatGrid, from: number, n: number): number[] {
|
|
470
|
+
const out = [from];
|
|
471
|
+
while (out.length < n) {
|
|
472
|
+
const prev = out[out.length - 1];
|
|
473
|
+
let next = beats.next(prev + 1e-3, grid);
|
|
474
|
+
if (!Number.isFinite(next)) next = prev + (out.length > 1 ? prev - out[out.length - 2] : 0.5);
|
|
475
|
+
out.push(next);
|
|
476
|
+
}
|
|
477
|
+
return out;
|
|
478
|
+
}
|
|
479
|
+
|
|
480
|
+
// ── 휙 넘기기: 제자리에서 90° 를 휙 돈다 ──
|
|
481
|
+
|
|
482
|
+
/**
|
|
483
|
+
* 반대로 살짝 감았다가(예비 동작) 확 돌고, 4.5% 넘쳤다가 되돌아와 선다. 도는 동안 몸을 기울이고 화각을 넓힌다.
|
|
484
|
+
* 양 끝은 기울기·화각 0 — 앞 판·뒤 판이 꽉 찬다
|
|
485
|
+
*/
|
|
486
|
+
export function whipRig(u: number, env: Env): { cam: Pose; side: 1 | -1 } {
|
|
487
|
+
const side = rand(env.seed, 13) < 0.5 ? -1 : 1;
|
|
488
|
+
const edge = u <= 0 || u >= 1;
|
|
489
|
+
const wind = -0.045 * Math.sin(Math.PI * seg(u, 0, 0.24));
|
|
490
|
+
const turn = u < 0.8 ? 1.045 * seg(u, 0.14, 0.8, "inOutQuart") : 1 + 0.045 * (0.5 + 0.5 * Math.cos(Math.PI * seg(u, 0.8, 1)));
|
|
491
|
+
const p = u <= 0 ? 0 : u >= 1 ? 1 : turn + wind;
|
|
492
|
+
const yaw = (side * Math.PI * p) / 2;
|
|
493
|
+
return {
|
|
494
|
+
side,
|
|
495
|
+
cam: {
|
|
496
|
+
pos: [0, 0, 0],
|
|
497
|
+
look: [-Math.sin(yaw), 0, -Math.cos(yaw)],
|
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498
|
+
roll: edge ? 0 : side * -0.22 * hump(seg(u, 0.14, 0.86)),
|
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499
|
+
fov: edge ? 0 : 14 * hump(seg(u, 0.18, 0.8)),
|
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500
|
+
},
|
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501
|
+
};
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502
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+
}
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@@ -0,0 +1,101 @@
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1
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+
import * as THREE from "three";
|
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2
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+
import { clamp } from "@kasaframe/core";
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3
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+
import { hump, rr, seg, shatterRig, tileAmount, tileGrid, tiles, type Tile } from "./rig.ts";
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4
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+
import { aim, disposeTree, imageMaterial, raw, sky, type Kit } from "./world.ts";
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5
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+
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6
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+
// 칸 꼭짓점을 칸 번호의 같은 식으로 셈한다 — 이웃 칸의 맞닿은 모서리가 비트까지 같아야 조립된 그림에 금이 안 간다
|
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7
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+
function tileGeometry(aspect: number, cols: number, rows: number, c: number, r: number): THREE.BufferGeometry {
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8
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+
const x = (i: number) => -aspect / 2 + (aspect * i) / cols;
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9
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+
const y = (j: number) => -0.5 + j / rows;
|
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10
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+
const g = new THREE.BufferGeometry();
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11
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+
g.setAttribute("position", new THREE.BufferAttribute(new Float32Array([x(c), y(r), 0, x(c + 1), y(r), 0, x(c + 1), y(r + 1), 0, x(c), y(r + 1), 0]), 3));
|
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12
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+
g.setAttribute("uv", new THREE.BufferAttribute(new Float32Array([c / cols, r / rows, (c + 1) / cols, r / rows, (c + 1) / cols, (r + 1) / rows, c / cols, (r + 1) / rows]), 2));
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13
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+
g.setIndex([0, 1, 2, 0, 2, 3]);
|
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14
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+
return g;
|
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15
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+
}
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16
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+
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17
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+
const ROWS = 9;
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18
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+
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19
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+
export function shatter(k: Kit) {
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20
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+
const { aspect, pal, seed } = k;
|
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21
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+
const env = { aspect, seed };
|
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22
|
+
const scene = new THREE.Scene();
|
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23
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+
scene.add(sky({ top: pal.deep, bottom: "#020308", glow: pal.accent, dir: [0, 0, -1], amt: 0.6, pow: 8 }));
|
|
24
|
+
const { cols } = tileGrid(env, ROWS);
|
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25
|
+
const sides: { tile: Tile; mesh: THREE.Mesh; c: THREE.Vector3 }[][] = [[], []];
|
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26
|
+
for (const side of [0, 1] as const) {
|
|
27
|
+
const mat = imageMaterial(side === 0 ? k.from.texture : k.to.texture, { double: true, back: side === 0 ? pal.accent : pal.glow });
|
|
28
|
+
tiles(env, side, ROWS).forEach((tile, i) => {
|
|
29
|
+
const mesh = new THREE.Mesh(tileGeometry(aspect, cols, ROWS, i % cols, Math.floor(i / cols)), mat);
|
|
30
|
+
mesh.matrixAutoUpdate = false;
|
|
31
|
+
scene.add(mesh);
|
|
32
|
+
sides[side].push({ tile, mesh, c: new THREE.Vector3(tile.c[0], tile.c[1], 0) });
|
|
33
|
+
});
|
|
34
|
+
}
|
|
35
|
+
|
|
36
|
+
// 맞은 자리에서 튀는 빛 조각
|
|
37
|
+
const n = 260;
|
|
38
|
+
const ix = rr(seed, 7, -0.2, 0.2) * aspect;
|
|
39
|
+
const iy = rr(seed, 8, -0.15, 0.15);
|
|
40
|
+
const dirs = Array.from({ length: n }, (_, i) => {
|
|
41
|
+
const a = rr(seed, 3100 + i, 0, Math.PI * 2);
|
|
42
|
+
const sp = rr(seed, 3400 + i, 0.4, 2.2);
|
|
43
|
+
return [Math.cos(a) * sp, Math.sin(a) * sp, rr(seed, 3700 + i, -0.6, 1.2)];
|
|
44
|
+
});
|
|
45
|
+
const sparkPos = new Float32Array(n * 3);
|
|
46
|
+
const sparkGeo = new THREE.BufferGeometry();
|
|
47
|
+
sparkGeo.setAttribute("position", new THREE.BufferAttribute(sparkPos, 3));
|
|
48
|
+
const sparkMat = new THREE.PointsMaterial({ color: raw(pal.glow), size: 0.018, transparent: true, depthWrite: false, blending: THREE.AdditiveBlending });
|
|
49
|
+
const sparks = new THREE.Points(sparkGeo, sparkMat);
|
|
50
|
+
scene.add(sparks);
|
|
51
|
+
|
|
52
|
+
const m = new THREE.Matrix4();
|
|
53
|
+
const q = new THREE.Quaternion();
|
|
54
|
+
const axis = new THREE.Vector3();
|
|
55
|
+
const pos = new THREE.Vector3();
|
|
56
|
+
const scl = new THREE.Vector3();
|
|
57
|
+
const back = new THREE.Matrix4();
|
|
58
|
+
return {
|
|
59
|
+
frame(u: number) {
|
|
60
|
+
aim(k.cam, shatterRig(u, env).cam);
|
|
61
|
+
for (const side of [0, 1] as const) {
|
|
62
|
+
for (const { tile, mesh, c } of sides[side]) {
|
|
63
|
+
const a = tileAmount(u, tile, side);
|
|
64
|
+
if (a === 0) {
|
|
65
|
+
mesh.visible = true;
|
|
66
|
+
mesh.matrix.identity();
|
|
67
|
+
} else if (side === 0 && a >= 1) {
|
|
68
|
+
mesh.visible = false;
|
|
69
|
+
} else {
|
|
70
|
+
mesh.visible = true;
|
|
71
|
+
const travel = side === 0 ? a * 0.8 + a * a * 1.6 : a * 1.8;
|
|
72
|
+
pos.set(c.x + tile.vel[0] * travel, c.y + tile.vel[1] * travel, tile.vel[2] * travel);
|
|
73
|
+
q.setFromAxisAngle(axis.set(...tile.axis), tile.spin * a * Math.PI * 0.7);
|
|
74
|
+
const s = side === 0 ? 1 - 0.75 * a : 1 - 0.3 * a;
|
|
75
|
+
scl.set(s, s, s);
|
|
76
|
+
m.compose(pos, q, scl);
|
|
77
|
+
back.makeTranslation(-c.x, -c.y, 0);
|
|
78
|
+
mesh.matrix.multiplyMatrices(m, back);
|
|
79
|
+
}
|
|
80
|
+
mesh.matrixWorldNeedsUpdate = true;
|
|
81
|
+
}
|
|
82
|
+
}
|
|
83
|
+
const burst = seg(u, 0.02, 0.75);
|
|
84
|
+
for (let i = 0; i < n; i++) {
|
|
85
|
+
const d = dirs[i];
|
|
86
|
+
const f = burst * (1.2 + burst);
|
|
87
|
+
sparkPos[i * 3] = ix + d[0] * f;
|
|
88
|
+
sparkPos[i * 3 + 1] = iy + d[1] * f - 0.4 * burst * burst;
|
|
89
|
+
sparkPos[i * 3 + 2] = 0.02 + d[2] * f;
|
|
90
|
+
}
|
|
91
|
+
sparkGeo.attributes.position.needsUpdate = true;
|
|
92
|
+
sparkMat.opacity = clamp(hump(seg(u, 0, 0.8)) * 1.5);
|
|
93
|
+
sparks.visible = u > 0 && u < 0.8;
|
|
94
|
+
k.renderer.clear(true, true, true);
|
|
95
|
+
k.renderer.render(scene, k.cam);
|
|
96
|
+
},
|
|
97
|
+
dispose() {
|
|
98
|
+
disposeTree(scene);
|
|
99
|
+
},
|
|
100
|
+
};
|
|
101
|
+
}
|
|
@@ -0,0 +1,65 @@
|
|
|
1
|
+
import * as THREE from "three";
|
|
2
|
+
import { FIT, rr, whipRig } from "./rig.ts";
|
|
3
|
+
import { aim, disposeTree, dust, frameRing, imageMaterial, raw, sky, type Kit, type KindRun } from "./world.ts";
|
|
4
|
+
|
|
5
|
+
/**
|
|
6
|
+
* 휙 넘기기 — 카메라는 제자리에서 돌고, 앞 판은 정면·뒤 판은 옆(90°)에 선다. 둘레에 판과 빛줄을 둘러
|
|
7
|
+
* 도는 동안 화면이 쓸려 지나간다(렌더 모션 블러를 켜면 줄무늬로 번진다)
|
|
8
|
+
*/
|
|
9
|
+
export function whip(k: Kit): KindRun {
|
|
10
|
+
const { aspect, pal, seed } = k;
|
|
11
|
+
const env = { aspect, seed };
|
|
12
|
+
const side = whipRig(0, env).side;
|
|
13
|
+
const scene = new THREE.Scene();
|
|
14
|
+
scene.add(sky({ top: pal.deep, bottom: "#03050b", glow: pal.accent, dir: [-side, 0, -1], amt: 0.5, pow: 3 }));
|
|
15
|
+
const at = (yaw: number, r: number, y = 0): THREE.Vector3 => new THREE.Vector3(-Math.sin(yaw) * r, y, -Math.cos(yaw) * r);
|
|
16
|
+
|
|
17
|
+
const place = (mesh: THREE.Object3D, yaw: number, r: number, y = 0) => {
|
|
18
|
+
mesh.position.copy(at(yaw, r, y));
|
|
19
|
+
mesh.rotation.y = yaw;
|
|
20
|
+
scene.add(mesh);
|
|
21
|
+
};
|
|
22
|
+
place(new THREE.Mesh(new THREE.PlaneGeometry(aspect, 1), imageMaterial(k.from.texture)), 0, FIT);
|
|
23
|
+
place(new THREE.Mesh(new THREE.PlaneGeometry(aspect, 1), imageMaterial(k.to.texture)), (side * Math.PI) / 2, FIT);
|
|
24
|
+
|
|
25
|
+
// 사이를 메우는 판 — 앞·뒤 그림을 흐리게 눌러 쓴다. 정면·옆 판 자리(꽉 찬 시야)는 비운다
|
|
26
|
+
for (let i = 0; i < 7; i++) {
|
|
27
|
+
const f = (i + 0.5) / 7;
|
|
28
|
+
const yaw = side * (Math.PI / 2) * (0.12 + f * 0.76) + rr(seed, 200 + i, -0.05, 0.05);
|
|
29
|
+
const s = rr(seed, 220 + i, 0.45, 0.8);
|
|
30
|
+
const mat = imageMaterial((i % 2 ? k.from : k.to).soft(), { double: true, back: pal.deep });
|
|
31
|
+
mat.uniforms.bias.value = 3;
|
|
32
|
+
mat.uniforms.dim.value = 0.35;
|
|
33
|
+
const g = new THREE.Group();
|
|
34
|
+
g.add(new THREE.Mesh(new THREE.PlaneGeometry(aspect * s, s), mat));
|
|
35
|
+
g.add(new THREE.Mesh(frameRing(aspect * s, s, 0.008), new THREE.MeshBasicMaterial({ color: raw(pal.glow), transparent: true, opacity: 0.6, blending: THREE.AdditiveBlending, depthWrite: false })));
|
|
36
|
+
place(g, yaw, FIT * rr(seed, 240 + i, 1.4, 2.4), rr(seed, 260 + i, -0.5, 0.5));
|
|
37
|
+
}
|
|
38
|
+
// 빛줄 — 수평으로 둘러 선 얇은 띠. 돌 때 시야를 가로질러 지나간다
|
|
39
|
+
for (let i = 0; i < 18; i++) {
|
|
40
|
+
const yaw = side * (Math.PI / 2) * rr(seed, 300 + i, -0.1, 1.1);
|
|
41
|
+
const bar = new THREE.Mesh(
|
|
42
|
+
new THREE.PlaneGeometry(rr(seed, 320 + i, 0.3, 1.2), rr(seed, 340 + i, 0.006, 0.02)),
|
|
43
|
+
new THREE.MeshBasicMaterial({ color: raw(i % 3 ? pal.accent : pal.glow), transparent: true, opacity: 0.8, blending: THREE.AdditiveBlending, depthWrite: false }),
|
|
44
|
+
);
|
|
45
|
+
place(bar, yaw, FIT * rr(seed, 360 + i, 2.6, 4.5), rr(seed, 380 + i, -1.2, 1.2));
|
|
46
|
+
}
|
|
47
|
+
const n = 500;
|
|
48
|
+
const pts = new Float32Array(n * 3);
|
|
49
|
+
for (let i = 0; i < n; i++) {
|
|
50
|
+
const p = at(rr(seed, 400 + i, -Math.PI, Math.PI), FIT * rr(seed, 1400 + i, 2.5, 6), rr(seed, 2400 + i, -2, 2));
|
|
51
|
+
pts.set([p.x, p.y, p.z], i * 3);
|
|
52
|
+
}
|
|
53
|
+
scene.add(dust(pts, pal.glow, 0.02));
|
|
54
|
+
|
|
55
|
+
return {
|
|
56
|
+
frame(u) {
|
|
57
|
+
aim(k.cam, whipRig(u, env).cam);
|
|
58
|
+
k.renderer.clear(true, true, true);
|
|
59
|
+
k.renderer.render(scene, k.cam);
|
|
60
|
+
},
|
|
61
|
+
dispose() {
|
|
62
|
+
disposeTree(scene);
|
|
63
|
+
},
|
|
64
|
+
};
|
|
65
|
+
}
|