mirror of
https://github.com/DavidHDev/vue-bits.git
synced 2026-03-09 08:29:30 -06:00
Add prettier config, format codebase
This commit is contained in:
@@ -3,19 +3,19 @@
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</template>
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<script setup lang="ts">
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import { ref, onMounted, onUnmounted, watch, computed } from 'vue'
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import * as THREE from 'three'
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import { degToRad } from 'three/src/math/MathUtils.js'
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import { ref, onMounted, onUnmounted, watch, computed } from 'vue';
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import * as THREE from 'three';
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import { degToRad } from 'three/src/math/MathUtils.js';
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interface BeamsProps {
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beamWidth?: number
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beamHeight?: number
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beamNumber?: number
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lightColor?: string
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speed?: number
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noiseIntensity?: number
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scale?: number
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rotation?: number
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beamWidth?: number;
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beamHeight?: number;
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beamNumber?: number;
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lightColor?: string;
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speed?: number;
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noiseIntensity?: number;
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scale?: number;
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rotation?: number;
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}
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const props = withDefaults(defineProps<BeamsProps>(), {
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@@ -27,41 +27,41 @@ const props = withDefaults(defineProps<BeamsProps>(), {
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noiseIntensity: 1.75,
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scale: 0.2,
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rotation: 0
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})
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});
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const containerRef = ref<HTMLDivElement>()
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const containerRef = ref<HTMLDivElement>();
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let renderer: THREE.WebGLRenderer | null = null
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let scene: THREE.Scene | null = null
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let camera: THREE.PerspectiveCamera | null = null
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let beamMesh: THREE.Mesh<THREE.BufferGeometry, THREE.ShaderMaterial> | null = null
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let directionalLight: THREE.DirectionalLight | null = null
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let ambientLight: THREE.AmbientLight | null = null
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let animationId: number | null = null
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let renderer: THREE.WebGLRenderer | null = null;
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let scene: THREE.Scene | null = null;
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let camera: THREE.PerspectiveCamera | null = null;
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let beamMesh: THREE.Mesh<THREE.BufferGeometry, THREE.ShaderMaterial> | null = null;
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let directionalLight: THREE.DirectionalLight | null = null;
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let ambientLight: THREE.AmbientLight | null = null;
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let animationId: number | null = null;
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type UniformValue = THREE.IUniform<unknown> | unknown
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type UniformValue = THREE.IUniform<unknown> | unknown;
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interface ExtendMaterialConfig {
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header: string
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vertexHeader?: string
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fragmentHeader?: string
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material?: THREE.MeshPhysicalMaterialParameters & { fog?: boolean }
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uniforms?: Record<string, UniformValue>
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vertex?: Record<string, string>
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fragment?: Record<string, string>
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header: string;
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vertexHeader?: string;
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fragmentHeader?: string;
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material?: THREE.MeshPhysicalMaterialParameters & { fog?: boolean };
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uniforms?: Record<string, UniformValue>;
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vertex?: Record<string, string>;
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fragment?: Record<string, string>;
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}
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type ShaderWithDefines = THREE.ShaderLibShader & {
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defines?: Record<string, string | number | boolean>
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}
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defines?: Record<string, string | number | boolean>;
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};
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const hexToNormalizedRGB = (hex: string): [number, number, number] => {
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const clean = hex.replace('#', '')
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const r = parseInt(clean.substring(0, 2), 16)
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const g = parseInt(clean.substring(2, 4), 16)
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const b = parseInt(clean.substring(4, 6), 16)
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return [r / 255, g / 255, b / 255]
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}
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const clean = hex.replace('#', '');
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const r = parseInt(clean.substring(0, 2), 16);
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const g = parseInt(clean.substring(2, 4), 16);
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const b = parseInt(clean.substring(4, 6), 16);
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return [r / 255, g / 255, b / 255];
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};
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const noise = `
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float random (in vec2 st) {
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@@ -138,53 +138,47 @@ float cnoise(vec3 P){
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float n_xyz = mix(n_yz.x,n_yz.y,fade_xyz.x);
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return 2.2 * n_xyz;
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}
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`
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`;
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function extendMaterial<T extends THREE.Material = THREE.Material>(
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BaseMaterial: new (params?: THREE.MaterialParameters) => T,
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cfg: ExtendMaterialConfig
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): THREE.ShaderMaterial {
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const physical = THREE.ShaderLib.physical as ShaderWithDefines
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const {
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vertexShader: baseVert,
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fragmentShader: baseFrag,
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uniforms: baseUniforms,
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} = physical
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const baseDefines = physical.defines ?? {}
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const physical = THREE.ShaderLib.physical as ShaderWithDefines;
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const { vertexShader: baseVert, fragmentShader: baseFrag, uniforms: baseUniforms } = physical;
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const baseDefines = physical.defines ?? {};
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const uniforms: Record<string, THREE.IUniform> =
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THREE.UniformsUtils.clone(baseUniforms)
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const uniforms: Record<string, THREE.IUniform> = THREE.UniformsUtils.clone(baseUniforms);
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const defaults = new BaseMaterial(cfg.material || {}) as T & {
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color?: THREE.Color
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roughness?: number
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metalness?: number
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envMap?: THREE.Texture
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envMapIntensity?: number
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}
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color?: THREE.Color;
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roughness?: number;
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metalness?: number;
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envMap?: THREE.Texture;
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envMapIntensity?: number;
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};
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if (defaults.color) uniforms.diffuse.value = defaults.color
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if ('roughness' in defaults) uniforms.roughness.value = defaults.roughness
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if ('metalness' in defaults) uniforms.metalness.value = defaults.metalness
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if ('envMap' in defaults) uniforms.envMap.value = defaults.envMap
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if ('envMapIntensity' in defaults)
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uniforms.envMapIntensity.value = defaults.envMapIntensity
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if (defaults.color) uniforms.diffuse.value = defaults.color;
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if ('roughness' in defaults) uniforms.roughness.value = defaults.roughness;
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if ('metalness' in defaults) uniforms.metalness.value = defaults.metalness;
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if ('envMap' in defaults) uniforms.envMap.value = defaults.envMap;
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if ('envMapIntensity' in defaults) uniforms.envMapIntensity.value = defaults.envMapIntensity;
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Object.entries(cfg.uniforms ?? {}).forEach(([key, u]) => {
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uniforms[key] =
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u !== null && typeof u === 'object' && 'value' in u
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? (u as THREE.IUniform<unknown>)
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: ({ value: u } as THREE.IUniform<unknown>)
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})
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: ({ value: u } as THREE.IUniform<unknown>);
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});
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let vert = `${cfg.header}\n${cfg.vertexHeader ?? ''}\n${baseVert}`
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let frag = `${cfg.header}\n${cfg.fragmentHeader ?? ''}\n${baseFrag}`
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let vert = `${cfg.header}\n${cfg.vertexHeader ?? ''}\n${baseVert}`;
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let frag = `${cfg.header}\n${cfg.fragmentHeader ?? ''}\n${baseFrag}`;
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for (const [inc, code] of Object.entries(cfg.vertex ?? {})) {
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vert = vert.replace(inc, `${inc}\n${code}`)
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vert = vert.replace(inc, `${inc}\n${code}`);
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}
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for (const [inc, code] of Object.entries(cfg.fragment ?? {})) {
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frag = frag.replace(inc, `${inc}\n${code}`)
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frag = frag.replace(inc, `${inc}\n${code}`);
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}
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const mat = new THREE.ShaderMaterial({
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@@ -193,10 +187,10 @@ function extendMaterial<T extends THREE.Material = THREE.Material>(
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vertexShader: vert,
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fragmentShader: frag,
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lights: true,
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fog: !!cfg.material?.fog,
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})
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fog: !!cfg.material?.fog
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});
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return mat
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return mat;
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}
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function createStackedPlanesBufferGeometry(
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@@ -206,54 +200,51 @@ function createStackedPlanesBufferGeometry(
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spacing: number,
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heightSegments: number
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): THREE.BufferGeometry {
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const geometry = new THREE.BufferGeometry()
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const numVertices = n * (heightSegments + 1) * 2
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const numFaces = n * heightSegments * 2
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const positions = new Float32Array(numVertices * 3)
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const indices = new Uint32Array(numFaces * 3)
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const uvs = new Float32Array(numVertices * 2)
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const geometry = new THREE.BufferGeometry();
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const numVertices = n * (heightSegments + 1) * 2;
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const numFaces = n * heightSegments * 2;
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const positions = new Float32Array(numVertices * 3);
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const indices = new Uint32Array(numFaces * 3);
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const uvs = new Float32Array(numVertices * 2);
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let vertexOffset = 0
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let indexOffset = 0
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let uvOffset = 0
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const totalWidth = n * width + (n - 1) * spacing
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const xOffsetBase = -totalWidth / 2
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let vertexOffset = 0;
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let indexOffset = 0;
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let uvOffset = 0;
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const totalWidth = n * width + (n - 1) * spacing;
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const xOffsetBase = -totalWidth / 2;
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for (let i = 0; i < n; i++) {
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const xOffset = xOffsetBase + i * (width + spacing)
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const uvXOffset = Math.random() * 300
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const uvYOffset = Math.random() * 300
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const xOffset = xOffsetBase + i * (width + spacing);
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const uvXOffset = Math.random() * 300;
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const uvYOffset = Math.random() * 300;
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for (let j = 0; j <= heightSegments; j++) {
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const y = height * (j / heightSegments - 0.5)
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const v0 = [xOffset, y, 0]
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const v1 = [xOffset + width, y, 0]
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positions.set([...v0, ...v1], vertexOffset * 3)
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const y = height * (j / heightSegments - 0.5);
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const v0 = [xOffset, y, 0];
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const v1 = [xOffset + width, y, 0];
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positions.set([...v0, ...v1], vertexOffset * 3);
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const uvY = j / heightSegments
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uvs.set(
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[uvXOffset, uvY + uvYOffset, uvXOffset + 1, uvY + uvYOffset],
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uvOffset
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)
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const uvY = j / heightSegments;
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uvs.set([uvXOffset, uvY + uvYOffset, uvXOffset + 1, uvY + uvYOffset], uvOffset);
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if (j < heightSegments) {
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const a = vertexOffset,
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b = vertexOffset + 1,
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c = vertexOffset + 2,
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d = vertexOffset + 3
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indices.set([a, b, c, c, b, d], indexOffset)
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indexOffset += 6
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d = vertexOffset + 3;
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indices.set([a, b, c, c, b, d], indexOffset);
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indexOffset += 6;
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}
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vertexOffset += 2
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uvOffset += 4
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vertexOffset += 2;
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uvOffset += 4;
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}
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}
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geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3))
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geometry.setAttribute('uv', new THREE.BufferAttribute(uvs, 2))
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geometry.setIndex(new THREE.BufferAttribute(indices, 1))
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geometry.computeVertexNormals()
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return geometry
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geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
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geometry.setAttribute('uv', new THREE.BufferAttribute(uvs, 2));
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geometry.setIndex(new THREE.BufferAttribute(indices, 1));
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geometry.computeVertexNormals();
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return geometry;
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}
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const beamMaterial = computed(() =>
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@@ -290,12 +281,12 @@ const beamMaterial = computed(() =>
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fragmentHeader: '',
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vertex: {
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'#include <begin_vertex>': `transformed.z += getPos(transformed.xyz);`,
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'#include <beginnormal_vertex>': `objectNormal = getNormal(position.xyz);`,
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'#include <beginnormal_vertex>': `objectNormal = getNormal(position.xyz);`
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},
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fragment: {
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'#include <dithering_fragment>': `
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float randomNoise = noise(gl_FragCoord.xy);
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gl_FragColor.rgb -= randomNoise / 15. * uNoiseIntensity;`,
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gl_FragColor.rgb -= randomNoise / 15. * uNoiseIntensity;`
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},
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material: { fog: true },
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uniforms: {
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@@ -306,127 +297,120 @@ const beamMaterial = computed(() =>
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uSpeed: { shared: true, mixed: true, linked: true, value: props.speed },
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envMapIntensity: 10,
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uNoiseIntensity: props.noiseIntensity,
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uScale: props.scale,
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},
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uScale: props.scale
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}
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})
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)
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);
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const initThreeJS = () => {
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if (!containerRef.value) return
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if (!containerRef.value) return;
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cleanup()
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cleanup();
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const container = containerRef.value;
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
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renderer.setClearColor(0x000000, 1);
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scene = new THREE.Scene();
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camera = new THREE.PerspectiveCamera(30, 1, 0.1, 1000);
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camera.position.set(0, 0, 20);
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const geometry = createStackedPlanesBufferGeometry(props.beamNumber, props.beamWidth, props.beamHeight, 0, 100);
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const material = beamMaterial.value;
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beamMesh = new THREE.Mesh(geometry, material);
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const group = new THREE.Group();
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group.rotation.z = degToRad(props.rotation);
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group.add(beamMesh);
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scene.add(group);
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directionalLight = new THREE.DirectionalLight(new THREE.Color(props.lightColor), 1);
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directionalLight.position.set(0, 3, 10);
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const shadowCamera = directionalLight.shadow.camera as THREE.OrthographicCamera;
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shadowCamera.top = 24;
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shadowCamera.bottom = -24;
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shadowCamera.left = -24;
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shadowCamera.right = 24;
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shadowCamera.far = 64;
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directionalLight.shadow.bias = -0.004;
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scene.add(directionalLight);
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ambientLight = new THREE.AmbientLight(0xffffff, 1);
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scene.add(ambientLight);
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container.appendChild(renderer.domElement);
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const container = containerRef.value
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renderer = new THREE.WebGLRenderer({ antialias: true })
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renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
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renderer.setClearColor(0x000000, 1)
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scene = new THREE.Scene()
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camera = new THREE.PerspectiveCamera(30, 1, 0.1, 1000)
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camera.position.set(0, 0, 20)
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const geometry = createStackedPlanesBufferGeometry(
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props.beamNumber,
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props.beamWidth,
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props.beamHeight,
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0,
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100
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)
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const material = beamMaterial.value
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beamMesh = new THREE.Mesh(geometry, material)
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const group = new THREE.Group()
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group.rotation.z = degToRad(props.rotation)
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group.add(beamMesh)
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scene.add(group)
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directionalLight = new THREE.DirectionalLight(new THREE.Color(props.lightColor), 1)
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directionalLight.position.set(0, 3, 10)
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const shadowCamera = directionalLight.shadow.camera as THREE.OrthographicCamera
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shadowCamera.top = 24
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shadowCamera.bottom = -24
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shadowCamera.left = -24
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shadowCamera.right = 24
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shadowCamera.far = 64
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directionalLight.shadow.bias = -0.004
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scene.add(directionalLight)
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ambientLight = new THREE.AmbientLight(0xffffff, 1)
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scene.add(ambientLight)
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container.appendChild(renderer.domElement)
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const resize = () => {
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if (!container || !renderer || !camera) return
|
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const width = container.offsetWidth
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||||
const height = container.offsetHeight
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||||
|
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renderer.setSize(width, height)
|
||||
camera.aspect = width / height
|
||||
camera.updateProjectionMatrix()
|
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}
|
||||
|
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const resizeObserver = new ResizeObserver(resize)
|
||||
resizeObserver.observe(container)
|
||||
|
||||
resize()
|
||||
|
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if (!container || !renderer || !camera) return;
|
||||
|
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const width = container.offsetWidth;
|
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const height = container.offsetHeight;
|
||||
|
||||
renderer.setSize(width, height);
|
||||
camera.aspect = width / height;
|
||||
camera.updateProjectionMatrix();
|
||||
};
|
||||
|
||||
const resizeObserver = new ResizeObserver(resize);
|
||||
resizeObserver.observe(container);
|
||||
|
||||
resize();
|
||||
|
||||
const animate = () => {
|
||||
animationId = requestAnimationFrame(animate)
|
||||
|
||||
animationId = requestAnimationFrame(animate);
|
||||
|
||||
if (beamMesh && beamMesh.material) {
|
||||
beamMesh.material.uniforms.time.value += 0.1 * 0.016
|
||||
beamMesh.material.uniforms.time.value += 0.1 * 0.016;
|
||||
}
|
||||
|
||||
|
||||
if (renderer && scene && camera) {
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renderer.render(scene, camera)
|
||||
renderer.render(scene, camera);
|
||||
}
|
||||
}
|
||||
|
||||
animationId = requestAnimationFrame(animate)
|
||||
|
||||
;(container as HTMLDivElement & { _resizeObserver?: ResizeObserver })._resizeObserver = resizeObserver
|
||||
}
|
||||
};
|
||||
|
||||
animationId = requestAnimationFrame(animate);
|
||||
(container as HTMLDivElement & { _resizeObserver?: ResizeObserver })._resizeObserver = resizeObserver;
|
||||
};
|
||||
|
||||
const cleanup = () => {
|
||||
if (animationId) {
|
||||
cancelAnimationFrame(animationId)
|
||||
animationId = null
|
||||
cancelAnimationFrame(animationId);
|
||||
animationId = null;
|
||||
}
|
||||
|
||||
|
||||
if (containerRef.value) {
|
||||
const container = containerRef.value as HTMLDivElement & { _resizeObserver?: ResizeObserver }
|
||||
|
||||
const container = containerRef.value as HTMLDivElement & { _resizeObserver?: ResizeObserver };
|
||||
|
||||
if (container._resizeObserver) {
|
||||
container._resizeObserver.disconnect()
|
||||
delete container._resizeObserver
|
||||
container._resizeObserver.disconnect();
|
||||
delete container._resizeObserver;
|
||||
}
|
||||
|
||||
|
||||
if (renderer && renderer.domElement.parentNode === container) {
|
||||
container.removeChild(renderer.domElement)
|
||||
container.removeChild(renderer.domElement);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (beamMesh) {
|
||||
if (beamMesh.geometry) beamMesh.geometry.dispose()
|
||||
if (beamMesh.material) beamMesh.material.dispose()
|
||||
beamMesh = null
|
||||
if (beamMesh.geometry) beamMesh.geometry.dispose();
|
||||
if (beamMesh.material) beamMesh.material.dispose();
|
||||
beamMesh = null;
|
||||
}
|
||||
|
||||
|
||||
if (renderer) {
|
||||
renderer.dispose()
|
||||
renderer = null
|
||||
renderer.dispose();
|
||||
renderer = null;
|
||||
}
|
||||
|
||||
scene = null
|
||||
camera = null
|
||||
directionalLight = null
|
||||
ambientLight = null
|
||||
}
|
||||
|
||||
scene = null;
|
||||
camera = null;
|
||||
directionalLight = null;
|
||||
ambientLight = null;
|
||||
};
|
||||
|
||||
watch(
|
||||
() => [
|
||||
@@ -437,19 +421,19 @@ watch(
|
||||
props.speed,
|
||||
props.noiseIntensity,
|
||||
props.scale,
|
||||
props.rotation,
|
||||
props.rotation
|
||||
],
|
||||
() => {
|
||||
initThreeJS()
|
||||
initThreeJS();
|
||||
},
|
||||
{ deep: true }
|
||||
)
|
||||
);
|
||||
|
||||
onMounted(() => {
|
||||
initThreeJS()
|
||||
})
|
||||
initThreeJS();
|
||||
});
|
||||
|
||||
onUnmounted(() => {
|
||||
cleanup()
|
||||
})
|
||||
cleanup();
|
||||
});
|
||||
</script>
|
||||
|
||||
Reference in New Issue
Block a user