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Interactive ripples effect (#194)
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@@ -0,0 +1,156 @@
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import {
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SparkControls,
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SparkRenderer,
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SplatMesh,
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dyno,
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} from "@sparkjsdev/spark";
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import * as THREE from "three";
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import { getAssetFileURL } from "/examples/js/get-asset-url.js";
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const canvas = document.getElementById("canvas");
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const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
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renderer.setPixelRatio(window.devicePixelRatio);
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renderer.setSize(canvas.clientWidth, canvas.clientHeight, false);
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renderer.setClearColor(0x000000, 1);
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const scene = new THREE.Scene();
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const spark = new SparkRenderer({ renderer });
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scene.add(spark);
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const camera = new THREE.PerspectiveCamera(
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50,
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canvas.clientWidth / canvas.clientHeight,
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0.01,
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2000,
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);
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camera.position.set(0, 0, 3);
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camera.lookAt(0, 0, 0);
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scene.add(camera);
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function handleResize() {
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const w = canvas.clientWidth;
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const h = canvas.clientHeight;
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renderer.setSize(w, h, false);
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camera.aspect = w / h;
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camera.updateProjectionMatrix();
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}
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window.addEventListener("resize", handleResize);
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// Camera controls with mouse and WASD enabled
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const controls = new SparkControls({ canvas: renderer.domElement });
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controls.fpsMovement.enable = true; // Enable WASD movement
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controls.pointerControls.enable = true; // Enable mouse controls
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// Dyno shader with time and shockwave function
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function passthroughDyno(timeUniform, hitpointUniform) {
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return dyno.dynoBlock(
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{ gsplat: dyno.Gsplat },
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{ gsplat: dyno.Gsplat },
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({ gsplat }) => {
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const shader = new dyno.Dyno({
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inTypes: {
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gsplat: dyno.Gsplat,
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time: "float",
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hitpoint: "vec3",
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},
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outTypes: { gsplat: dyno.Gsplat },
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globals: () => [
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dyno.unindent(`
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vec3 shockwave(vec3 center, float t, vec3 hitpoint) {
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vec3 direction = center - hitpoint;
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float distance = length(direction);
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center += normalize(direction)*sin(t*4.-distance*5.)*exp(-t)*smoothstep(t*2.,0.,distance)*.5;
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return center;
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}
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vec4 shockwaveColor(vec4 rgba, vec3 center, float t, vec3 hitpoint) {
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vec3 direction = center - hitpoint;
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float distance = length(direction);
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float wave = sin(t*4.-distance*5.)*exp(-t*.7)*smoothstep(t*2.,0.,distance);
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float brightness = pow(abs(wave),3.) * 10.; // Increase brightness on wave crests
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rgba.rgb += brightness;
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return rgba;
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}
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`),
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],
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statements: ({ inputs, outputs }) =>
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dyno.unindentLines(`
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${outputs.gsplat} = ${inputs.gsplat};
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// Apply shockwave function to position
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${outputs.gsplat}.center = shockwave(${inputs.gsplat}.center, ${inputs.time}, ${inputs.hitpoint});
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// Apply shockwave function to color
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${outputs.gsplat}.rgba = shockwaveColor(${inputs.gsplat}.rgba, ${inputs.gsplat}.center, ${inputs.time}, ${inputs.hitpoint});
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`),
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});
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return {
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gsplat: shader.apply({
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gsplat,
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time: timeUniform,
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hitpoint: hitpointUniform,
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}).gsplat,
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};
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},
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);
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}
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async function run() {
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// Time and hitpoint uniforms for dyno shader
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const timeUniform = dyno.dynoFloat(0.0);
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const hitpointUniform = dyno.dynoVec3(new THREE.Vector3(0, 0, 1000)); // Initialize far away to avoid initial effect
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// Load valley.spz
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const splatURL = await getAssetFileURL("valley.spz");
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const valley = new SplatMesh({ url: splatURL });
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await valley.initialized;
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// Fix orientation - rotate 180 degrees around X axis
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valley.rotateX(Math.PI);
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// Apply dyno shader with time and hitpoint uniforms
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valley.objectModifier = passthroughDyno(timeUniform, hitpointUniform);
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valley.updateGenerator();
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scene.add(valley);
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// Raycaster for click detection
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const raycaster = new THREE.Raycaster();
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raycaster.params.Points = { threshold: 1.0 }; // Increased threshold for better hit detection
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// Simple time counter that resets on click
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let timeCounter = 0;
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// Click event listener to set hitpoint and reset time
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renderer.domElement.addEventListener("pointerdown", (event) => {
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const rect = renderer.domElement.getBoundingClientRect();
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const ndc = new THREE.Vector2(
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((event.clientX - rect.left) / rect.width) * 2 - 1,
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-((event.clientY - rect.top) / rect.height) * 2 + 1,
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);
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raycaster.setFromCamera(ndc, camera);
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const hits = raycaster.intersectObject(valley, false);
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const hit = hits?.length ? hits[0] : null;
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if (!hit) {
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return;
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}
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const localPoint = valley.worldToLocal(hit.point.clone());
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// Don't invert Y or Z - keep original coordinates
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hitpointUniform.value.copy(localPoint);
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timeCounter = 0; // Reset time counter
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});
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renderer.setAnimationLoop((timeMs) => {
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// Increment time counter each frame
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timeCounter += 0.016; // ~60fps increment
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timeUniform.value = timeCounter;
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// Update dyno uniforms to propagate to the mesh each frame
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valley.updateVersion();
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controls.update(camera);
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renderer.render(scene, camera);
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});
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}
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run();
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