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https://github.com/storytold/spark.git
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Simplify example names
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@@ -0,0 +1,242 @@
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<!DOCTYPE html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Forge • VFX Particle Simulation</title>
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<style>
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html, body {
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margin: 0;
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height: 100%;
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width: 100%;
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background-color: black;
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}
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</style>
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</head>
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<body>
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<script type="importmap">
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{
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"imports": {
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"three": "/examples/js/vendor/three/build/three.module.js",
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"@forge-gfx/forge": "/dist/forge.module.js"
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}
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}
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</script>
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<script type="module">
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import * as THREE from "three";
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import {
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ForgeRenderer,
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PointerControls,
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SplatMesh,
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generators,
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} from "@forge-gfx/forge";
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import GUI from "lil-gui";
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import { getAssetFileURL } from "/examples/js/get-asset-url.js";
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const SCENE_CONFIG = {
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SNOW_HEIGHT: 8,
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HALF_WIDTH: 12,
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HALF_DEPTH: 48,
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SNOW_MIN_Y: -4,
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CAMERA_DURATION: 90,
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};
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(
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75,
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window.innerWidth / window.innerHeight,
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0.1,
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1000
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);
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const renderer = new THREE.WebGLRenderer();
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement);
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const forge = new ForgeRenderer({ renderer });
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scene.add(forge);
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function handleResize() {
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const width = window.innerWidth;
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const height = window.innerHeight;
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renderer.setSize(width, height, false);
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camera.aspect = width / height;
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camera.updateProjectionMatrix();
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}
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handleResize();
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window.addEventListener("resize", handleResize);
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const backgroundURL = await getAssetFileURL("snow-street.spz");
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const background = new SplatMesh({ url: backgroundURL });
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background.quaternion.set(1, 0, 0, 0);
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background.position.set(
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background.position.x - 8,
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background.position.y - 12,
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background.position.z - 104,
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);
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scene.add(background);
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await background.initialized;
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const controls = new PointerControls({ canvas: renderer.domElement });
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const cam = camera.position;
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const snowVolumeBox = new THREE.Box3(
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new THREE.Vector3(
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cam.x - SCENE_CONFIG.HALF_WIDTH,
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cam.y - (SCENE_CONFIG.SNOW_HEIGHT * 8),
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cam.z - SCENE_CONFIG.HALF_DEPTH * 2,
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),
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new THREE.Vector3(
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cam.x + SCENE_CONFIG.HALF_WIDTH,
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cam.y + SCENE_CONFIG.SNOW_HEIGHT * 2,
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cam.z + SCENE_CONFIG.HALF_DEPTH / 128,
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),
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);
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const snow = generators.snowBox({
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...generators.DEFAULT_SNOW,
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box: snowVolumeBox.clone(),
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minY: SCENE_CONFIG.SNOW_MIN_Y,
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color1: new THREE.Color(1.0, 1.0, 1.0),
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color2: new THREE.Color(0.91, 0.9, 0.97),
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density: 1000,
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maxScale: 0.01,
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});
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scene.add(snow.snow);
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const gui = new GUI({ title: "Snow Particle Simulation" });
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const params = {
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fallVelocity: 0.04,
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wanderScale: generators.DEFAULT_SNOW.wanderScale,
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wanderVariance: generators.DEFAULT_SNOW.wanderVariance,
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maxScale: 0.01,
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color1: new THREE.Color(1.0, 1.0, 1.0),
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color2: new THREE.Color(0.91, 0.9, 0.97),
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isPaused: false,
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fallDirection: new THREE.Vector3(0, -1, 0),
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windDirection: "No Direction",
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_previousFallVelocity: generators.DEFAULT_SNOW.fallVelocity,
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_previousWanderScale: generators.DEFAULT_SNOW.wanderScale,
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_previousWanderVariance: generators.DEFAULT_SNOW.wanderVariance,
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};
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// snow parameter controls
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gui.add(params, "fallVelocity", 0.01, 0.5, 0.01).name("Fall Velocity");
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gui.add(params, "wanderScale", 0.01, 1, 0.01).name("Wander Scale");
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gui.add(params, "wanderVariance", 1, 5, 0.1).name("Wander Variance");
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gui.add(params, "maxScale", 0.001, 0.05, 0.001).name("Snow Size");
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gui
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.add(params, "isPaused")
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.name("Pause Snowfall")
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.onChange((value) => {
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if (value) {
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params._previousFallVelocity = params.fallVelocity;
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params._previousWanderScale = params.wanderScale;
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params._previousWanderVariance = params.wanderVariance;
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snow.fallVelocity.value = 0;
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snow.wanderScale.value = 0;
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snow.wanderVariance.value = 0;
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} else {
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snow.fallVelocity.value = params._previousFallVelocity;
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snow.wanderScale.value = params._previousWanderScale;
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snow.wanderVariance.value = params._previousWanderVariance;
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}
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});
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// color
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const colorFolder = gui.addFolder("Snow Colors");
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colorFolder
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.addColor(params, "color1")
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.onChange((value) => {
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snow.color1.value.set(value.r, value.g, value.b);
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})
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.name("Color 1");
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colorFolder
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.addColor(params, "color2")
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.onChange((value) => {
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snow.color2.value.set(value.r, value.g, value.b);
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})
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.name("Color 2");
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// wind
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const directionFolder = gui.addFolder("Wind Orientation");
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directionFolder
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.add(params.fallDirection, "x", -1, 1, 0.1)
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.onChange(() => {
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params.fallDirection.normalize();
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snow.fallDirection.value.copy(params.fallDirection);
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})
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.name("East-West");
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directionFolder
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.add(params.fallDirection, "z", -1, 1, 0.1)
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.onChange(() => {
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params.fallDirection.normalize();
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snow.fallDirection.value.copy(params.fallDirection);
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})
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.name("North-South");
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const windFolder = gui.addFolder("Wind Direction Presets");
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windFolder
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.add(params, "windDirection", [
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"N",
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"NE",
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"E",
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"SE",
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"No Direction",
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"S",
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"SW",
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"W",
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"NW",
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])
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.onChange((value) => {
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const directions = {
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N: new THREE.Vector3(0, -1, -1),
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NE: new THREE.Vector3(1, -1, -1),
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E: new THREE.Vector3(1, -1, 0),
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SE: new THREE.Vector3(1, -1, 1),
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"No Direction": new THREE.Vector3(0, -1, 0),
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S: new THREE.Vector3(0, -1, 1),
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SW: new THREE.Vector3(-1, -1, 1),
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W: new THREE.Vector3(-1, -1, 0),
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NW: new THREE.Vector3(-1, -1, -1),
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};
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params.fallDirection.copy(directions[value]).normalize();
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snow.fallDirection.value.copy(params.fallDirection);
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})
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.name("Wind Direction");
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let lastTime;
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renderer.setAnimationLoop(function animate(time) {
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const t = time * 0.001;
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const dt = t - (lastTime ?? t);
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lastTime = t;
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controls.update(dt, camera);
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// camera movement
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const targetZ = -13.5;
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const startZ = 0;
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const duration = 90;
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const progress = Math.min(1, t / duration);
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const smoothProgress = Math.sin(progress * Math.PI * 0.5);
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camera.position.z = startZ + (targetZ - startZ) * smoothProgress;
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if (!params.isPaused) {
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snow.fallVelocity.value = params.fallVelocity;
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snow.wanderScale.value = params.wanderScale;
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snow.wanderVariance.value = params.wanderVariance;
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snow.maxScale.value = params.maxScale;
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}
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renderer.render(scene, camera);
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});
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</script>
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</body>
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</html>
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