feat:移除了弹窗,服务器添加sls
This commit is contained in:
360
apps/app-frontend/src/components/ui/AboutScene.vue
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360
apps/app-frontend/src/components/ui/AboutScene.vue
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<template>
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<canvas id="about_scene" class="size-full" />
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</template>
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<script setup lang="ts">
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import * as THREE from 'three'
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import { type GLTF, GLTFLoader } from 'three/examples/jsm/Addons.js'
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import { onMounted, onScopeDispose, useTemplateRef } from 'vue'
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import { useTheming } from '@/store/theme'
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const themeStore = useTheming()
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function isDarkMode() {
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if (themeStore.selectedTheme == 'system') {
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return matchMedia('(prefers-color-scheme: dark)').matches
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}
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return ['dark', 'oled'].includes(themeStore.selectedTheme)
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}
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function loadGLTF(url: string): Promise<GLTF> {
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return new Promise((res, rej) => {
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const loader = new GLTFLoader()
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loader.load(
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url,
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(data) => {
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res(data)
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},
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undefined,
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rej,
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)
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})
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}
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function createTip(position: THREE.Vector3, color: THREE.ColorRepresentation = 0x00ff00) {
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const tipGeometry = new THREE.SphereGeometry(2)
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const tipMaterial = new THREE.MeshBasicMaterial({ color })
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const tipMesh = new THREE.Mesh(tipGeometry, tipMaterial)
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tipMesh.position.copy(position)
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return tipMesh
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}
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function createWaterMaterial(): THREE.ShaderMaterial {
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return new THREE.ShaderMaterial({
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uniforms: {
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time: { value: 0 },
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seed: { value: Math.random() * 83 + 17 },
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color: { value: new THREE.Color(0.3, 0.3, 1.0) },
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},
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transparent: true,
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vertexShader: `#define WATER_VERT
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}`,
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fragmentShader: `#define WATER_FRAG
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uniform float time;
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uniform float seed;
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uniform vec3 color;
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varying vec2 vUv;
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vec2 randomGradient(vec2 p) {
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float n = sin(dot(p, vec2(127.1, 311.7)));
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float angle = fract(n * 43758.5453123) * 6.28318530718 * seed;
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return vec2(cos(angle), sin(angle));
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}
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float perlinNoise(vec2 p) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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vec2 u = f * f * (3.0 - 2.0 * f);
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vec2 g1 = randomGradient(i);
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vec2 g2 = randomGradient(i + vec2(1.0, 0.0));
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vec2 g3 = randomGradient(i + vec2(0.0, 1.0));
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vec2 g4 = randomGradient(i + vec2(1.0, 1.0));
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vec2 d1 = f;
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vec2 d2 = f - vec2(1.0, 0.0);
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vec2 d3 = f - vec2(0.0, 1.0);
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vec2 d4 = f - vec2(1.0, 1.0);
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float v1 = dot(g1, d1);
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float v2 = dot(g2, d2);
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float v3 = dot(g3, d3);
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float v4 = dot(g4, d4);
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return mix(mix(v1, v2, u.x), mix(v3, v4, u.x), u.y);
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}
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void main() {
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float height = 0.0;
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height += perlinNoise(vec2(vUv.x * 10.0, time * 0.8)) * 0.3;
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height += perlinNoise(vec2(vUv.x * 5.0, time * 0.4)) * 0.35;
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height += perlinNoise(vec2(vUv.x * 2.5, time * 0.2)) * 0.15;
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height += perlinNoise(vec2(vUv.x * 2.0, time * 0.2)) * 0.2;
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height = clamp(height, -1.0, 1.0);
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height = height * 0.8 + 0.6;
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float thickness = 0.008;
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if(vUv.y < height - thickness) {
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float scalar = 1.0 - height + vUv.y;
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scalar = scalar * scalar * scalar * 0.6;
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gl_FragColor = vec4(color, scalar);
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} else if(vUv.y > height + thickness) {
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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} else {
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gl_FragColor = vec4(color, 1.0);
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}
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}`,
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})
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}
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function createWater(material: THREE.ShaderMaterial, position: THREE.Vector3) {
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const geometry = new THREE.PlaneGeometry(120, 16)
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const waterMesh = new THREE.Mesh(geometry, material)
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waterMesh.position.copy(position)
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return waterMesh
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}
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function createCircleMaterial(): THREE.ShaderMaterial {
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return new THREE.ShaderMaterial({
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uniforms: {
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color: { value: new THREE.Color(0.3, 0.3, 1.0) },
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},
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transparent: true,
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vertexShader: `#define CIRCLE_VERT
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}`,
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fragmentShader: `#define CIRCLE_FRAG
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varying vec2 vUv;
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uniform vec3 color;
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float remap(float v, float inMin, float inMax, float outMin, float outMax) {
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float t = (v - inMin) / (inMax - inMin);
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return outMin + (outMax - outMin) * t;
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}
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void main() {
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float dis = distance(vUv, vec2(0.5));
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float thickness = 0.05;
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gl_FragColor = vec4(0.0);
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if(dis <= 0.35 && dis >= 0.35 - thickness) {
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gl_FragColor = vec4(color, 0.8);
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} else {
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// emissive
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float scalar = 0.0;
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if(dis >= 0.35) {
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scalar = clamp(0.5 - dis, 0.0, 0.15);
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scalar = remap(scalar, 0.0, 0.15, 0.0, 1.0);
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} else {
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scalar = clamp(0.35 - dis, 0.0, 0.5);
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scalar = remap(scalar, 0.0, 0.35, 1.0, 0.0);
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}
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scalar = clamp(scalar * scalar * scalar, 0.0, 1.0);
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gl_FragColor = vec4(color, scalar);
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}
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}`,
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})
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}
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function createCircle(material: THREE.ShaderMaterial, position: THREE.Vector3) {
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const geometry = new THREE.PlaneGeometry(0.6, 0.6)
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const mesh = new THREE.Mesh(geometry, material)
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mesh.position.copy(position)
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return mesh
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}
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function main() {
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const canvas = document.querySelector<HTMLCanvasElement>('#about_scene')
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if (!canvas) return console.error('No canvas')
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let isUpdating = true
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const canvasSize = new THREE.Vector2(
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canvas.getBoundingClientRect().width,
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canvas.getBoundingClientRect().height,
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)
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const renderer = new THREE.WebGLRenderer({
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antialias: true,
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alpha: true,
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canvas,
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})
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renderer.setPixelRatio(devicePixelRatio)
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renderer.setSize(canvasSize.x, canvasSize.y)
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const deltaClock = new THREE.Clock()
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const elapseClock = new THREE.Clock()
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deltaClock.start()
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elapseClock.start()
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const scene = new THREE.Scene()
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const camera = new THREE.PerspectiveCamera(30, canvasSize.x / canvasSize.y, 1, 3000)
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camera.fov *= 0.7
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camera.position.set(-10, 5, 30)
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camera.lookAt(0, 0, 0)
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const ambientLight = new THREE.AmbientLight(0xffffff)
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scene.add(ambientLight)
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const dirLight = new THREE.DirectionalLight(0xffffff, 4.0)
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dirLight.position.set(-30, 30, 28)
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scene.add(dirLight)
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scene.add(createTip(dirLight.position, 0xffff00))
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scene.add(createTip(camera.position))
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const accentColor =
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getComputedStyle(document.documentElement).getPropertyValue('--color-brand').trim() || '#4444ff'
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const waterMaterial = createWaterMaterial()
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waterMaterial.uniforms.color.value = new THREE.Color(accentColor).multiplyScalar(
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isDarkMode() ? 0.6 : 2.4,
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)
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// .multiplyScalar(0.6)
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// .multiplyScalar(2.4)
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scene.add(createWater(waterMaterial, new THREE.Vector3(0, -6.5, 4)))
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scene.add(createWater(waterMaterial, new THREE.Vector3(2, -8, -10)))
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scene.add(createWater(waterMaterial, new THREE.Vector3(16, -8, -26)))
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async function load() {
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const axlGLTF = await loadGLTF('/models/axolotl.gltf')
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const axlModel = axlGLTF.scene
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axlModel.scale.multiplyScalar(5)
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axlModel.rotateY(Math.PI / 2)
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axlModel.position.add(new THREE.Vector3(0, -2.5, 0))
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scene.add(axlModel)
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const mixer = new THREE.AnimationMixer(axlModel)
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const axlSwimAnim = axlGLTF.animations.filter((a) => a.name === 'swim')[0]
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if (!axlSwimAnim) return console.error('Missing animation swim')
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mixer.clipAction(axlSwimAnim).play()
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// // Axl Label
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// const axlLabelGLTF = await loadGLTF('/models/axl_label.glb')
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// const axlLabel = axlLabelGLTF.scene
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// axlLabel.scale.multiplyScalar(8)
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// axlLabel.rotateY(-Math.PI / 2)
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// axlLabel.position.set(0, 5.2, 0)
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// scene.add(axlLabel)
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const originAxlModelPosition = axlModel.position.clone()
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return function (deltaTime: number, elapsedTime: number) {
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axlModel.position.set(
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originAxlModelPosition.x,
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originAxlModelPosition.y + Math.sin(elapsedTime),
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originAxlModelPosition.z,
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)
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axlModel.rotation.y = Math.sin(elapsedTime * 0.3) * 0.2 + (Math.PI * 100) / 180
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mixer.update(deltaTime)
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}
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}
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let updateGLTF = (_deltaTime: number, _elapsedTime: number) => {}
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load().then((updateFn) => {
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if (updateFn) updateGLTF = updateFn
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})
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const circleMaterial = createCircleMaterial()
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circleMaterial.uniforms.color.value = new THREE.Color(accentColor).multiplyScalar(
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isDarkMode() ? 1.2 : 3,
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)
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// .multiplyScalar(1.2)
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// .multiplyScalar(3)
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let circleMeshList: THREE.Mesh[] = []
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let nextCircleCreateTime = 0.0
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function updateCircle(deltaTime: number, elapsedTime: number) {
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circleMeshList = circleMeshList.filter((m) => {
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m.position.y += deltaTime * 2.0
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if (m.position.y >= 32) {
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scene.remove(m)
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return false
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}
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return true
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})
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if (elapsedTime >= nextCircleCreateTime) {
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nextCircleCreateTime = elapsedTime + Math.random() * 0.8
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const circle = createCircle(
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circleMaterial,
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new THREE.Vector3(Math.random() * 64 - 32 - 12, -20, Math.random() * 6 + 1),
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)
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scene.add(circle)
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circleMeshList.push(circle)
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}
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}
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function animate(_time: number) {
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if (isUpdating === false) return
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requestAnimationFrame(animate)
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const deltaTime = deltaClock.getDelta()
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const elapsedTime = elapseClock.getElapsedTime()
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updateGLTF(deltaTime, elapsedTime)
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waterMaterial.uniforms.time.value = elapsedTime
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updateCircle(deltaTime, elapsedTime)
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renderer.render(scene, camera)
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}
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animate(Date.now())
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const originCameraPosition = camera.position.clone()
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function onMouseMove(event: MouseEvent) {
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const mouseXOffsetRatio = ((event.clientX - innerWidth / 2) / innerWidth) * 2
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const mouseYOffsetRatio = ((event.clientY - innerHeight / 2) / innerHeight) * 2
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const newPosition = new THREE.Vector3(
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originCameraPosition.x + mouseXOffsetRatio,
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originCameraPosition.y + mouseYOffsetRatio * 0.5,
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originCameraPosition.z,
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)
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camera.position.copy(newPosition)
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}
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function updateSize() {
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if (!isUpdating) return
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if (!canvas) return
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const rect = canvas.getBoundingClientRect()
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const w = rect.width
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const h = rect.height
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if (w > 0 && h > 0) {
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renderer.setSize(w, h)
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camera.aspect = w / h
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camera.updateProjectionMatrix()
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}
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}
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const resizeObserver = new ResizeObserver(updateSize)
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resizeObserver.observe(canvas)
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addEventListener('mousemove', onMouseMove)
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onScopeDispose(() => {
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isUpdating = false
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removeEventListener('mousemove', onMouseMove)
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resizeObserver.disconnect()
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deltaClock.stop()
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elapseClock.stop()
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renderer.dispose()
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})
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}
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onMounted(main)
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</script>
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<style>
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#about_scene {
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background: linear-gradient(
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to bottom,
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color-mix(in srgb, var(--color-brand) 36%, var(--surface-1) 100%),
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#00000000 40%
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);
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}
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</style>
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