This commit is contained in:
12
frontend/app/components/layouts/FullscreenLayout.vue
Normal file
12
frontend/app/components/layouts/FullscreenLayout.vue
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@@ -0,0 +1,12 @@
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<template>
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<div class="fixed-layout">
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<slot></slot>
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</div>
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</template>
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<style lang="scss" scoped>
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.fixed-layout {
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width: 100vw;
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min-height: 100vh;
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}
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</style>
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@@ -4,6 +4,7 @@ const route = useRoute()
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const scrollTargets: Record<string, string> = {
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'index': '#top',
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'projects': '#scroll-projects',
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'blog': '#scroll-blog',
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'contact': '#scroll-contact',
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'art': '#scroll-art'
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@@ -32,6 +33,10 @@ function getToPath(targetKey: string): string {
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<span class="tab-sep" v-if="false">│</span>
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<span class="tab-label">/</span>
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</NuxtLink>
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<NuxtLink :to="getToPath('projects')" class="tui-tab" :class="{ 'tui-tab-active': isActive('projects') }">
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<span class="tab-sep">│</span>
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<span class="tab-label">/{{ $t('header.links.projects') }}</span>
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</NuxtLink>
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<NuxtLink :to="getToPath('blog')" class="tui-tab" :class="{ 'tui-tab-active': isActive('blog') }">
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<span class="tab-sep">│</span>
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<span class="tab-label">/{{ $t('header.links.blog') }}</span>
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@@ -5,11 +5,15 @@ import SiteOptions from './site_options/SiteOptions.vue';
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import { ref, onMounted, onUnmounted } from 'vue';
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const SCROLL_THRESHOLD = 120; // px scrolled before sticky header appears
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const props = defineProps({
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alwaysVisible: { type: Boolean, default: false }
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});
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const isVisible = ref(false);
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const isVisible = ref(props.alwaysVisible);
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function onScroll() {
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isVisible.value = window.scrollY > SCROLL_THRESHOLD;
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isVisible.value = props.alwaysVisible || window.scrollY > SCROLL_THRESHOLD;
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}
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onMounted(() => window.addEventListener('scroll', onScroll, { passive: true }));
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386
frontend/app/components/widgets/HiboliaDeckPreview.vue
Normal file
386
frontend/app/components/widgets/HiboliaDeckPreview.vue
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@@ -0,0 +1,386 @@
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<script setup lang="ts">
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const props = withDefaults(
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defineProps<{ color?: string }>(),
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{ color: '#d8d2c6' }
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);
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const ATLAS_URL = 'https://cdn.aranroig.com/web/assets/cards.png';
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const CARD_COLS = 5;
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const CARD_ROWS = 11;
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const CARD_BACK_FACE = 9 * CARD_COLS + 2;
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const DECK_SIZE = 24;
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const CARD_WIDTH = 1.15;
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const CARD_DEPTH = 0.008;
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const FAN_RADIUS = 1.7;
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const FAN_SPREAD = 0.03;
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const FOV = 40;
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const FIT_HALF_H = 1.05;
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const FIT_HALF_W = 1.8;
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const root = ref<HTMLDivElement | null>(null);
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let disposeScene: (() => void) | null = null;
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let pendingColor: string | null = props.color;
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let cancelled = false;
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let cancelSchedule: (() => void) | null = null;
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let io: IntersectionObserver | null = null;
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watch(
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() => props.color,
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(c) => {
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pendingColor = c;
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}
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);
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const init = async () => {
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const el = root.value;
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if (!el || cancelled) return;
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const {
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Scene,
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PerspectiveCamera,
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WebGLRenderer,
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TextureLoader,
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SRGBColorSpace,
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MeshBasicMaterial,
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BoxGeometry,
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Mesh,
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Group,
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Color,
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Vector2,
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Clock,
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MathUtils
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} = await import('three');
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if (cancelled) return;
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const scene = new Scene();
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const camera = new PerspectiveCamera(FOV, 1, 0.1, 100);
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const renderer = new WebGLRenderer({ antialias: true, alpha: true });
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renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
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el.appendChild(renderer.domElement);
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let texture;
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try {
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texture = await new TextureLoader().loadAsync(ATLAS_URL);
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} catch (e) {
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console.warn('HiboliaDeckPreview: failed to load card atlas (CORS?)', e);
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el.removeChild(renderer.domElement);
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return;
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}
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if (cancelled) {
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texture.dispose();
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renderer.dispose();
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if (renderer.domElement.parentElement === el) el.removeChild(renderer.domElement);
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return;
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}
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texture.colorSpace = SRGBColorSpace;
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texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
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const cellW = texture.image.width / CARD_COLS;
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const cellH = texture.image.height / CARD_ROWS;
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const cardHeight = CARD_WIDTH * (cellH / cellW);
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const marginU = 0.5 / cellW;
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const marginV = 0.5 / cellH;
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const faceMaterial = new MeshBasicMaterial({ map: texture, transparent: true });
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const backMaterial = new MeshBasicMaterial({ map: texture, transparent: true });
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const sideMaterial = new MeshBasicMaterial({
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color: new Color(pendingColor || '#d8d2c6'),
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transparent: true
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});
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pendingColor = null;
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// Round the card corners with an anti-aliased rounded-rect SDF in the shader.
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// The half-size is widened by a sliver so the box's side faces sit strictly
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// inside the SDF (they lie exactly on the boundary otherwise).
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const CORNER_RADIUS = 0.09;
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const CORNER_SDF_EPS = 0.01;
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const BORDER_WIDTH = 0.014;
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const uEdgeColor = { value: new Color().copy(sideMaterial.color) };
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const applyRoundedCorners = (mat: any, withBorder: boolean) => {
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mat.onBeforeCompile = (shader: any) => {
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shader.uniforms.uHalfSize = {
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value: new Vector2(
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CARD_WIDTH / 2 + CORNER_SDF_EPS,
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cardHeight / 2 + CORNER_SDF_EPS
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)
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};
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shader.uniforms.uRadius = { value: CORNER_RADIUS };
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shader.uniforms.uEdgeColor = uEdgeColor;
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shader.uniforms.uBorderWidth = { value: BORDER_WIDTH };
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shader.vertexShader = shader.vertexShader
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.replace(
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'#include <common>',
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'#include <common>\nvarying vec2 vCardPos;'
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)
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.replace(
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'#include <begin_vertex>',
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'#include <begin_vertex>\nvCardPos = position.xy;'
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);
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shader.fragmentShader = shader.fragmentShader
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.replace(
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'#include <common>',
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`#include <common>
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varying vec2 vCardPos;
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uniform vec2 uHalfSize;
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uniform float uRadius;
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uniform vec3 uEdgeColor;
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uniform float uBorderWidth;`
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)
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.replace(
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'#include <color_fragment>',
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`#include <color_fragment>
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vec2 q = abs(vCardPos) - uHalfSize + uRadius;
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float sd = min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - uRadius;
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float fw = fwidth(sd);${
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withBorder
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? `
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float border = smoothstep(-uBorderWidth - fw, -uBorderWidth + fw, sd);
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diffuseColor.rgb = mix(diffuseColor.rgb, uEdgeColor, border);`
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: ''
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}
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diffuseColor.a *= 1.0 - smoothstep(-fw, fw, sd);`
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);
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mat.userData.shader = shader;
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};
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mat.needsUpdate = true;
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};
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applyRoundedCorners(faceMaterial, true);
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applyRoundedCorners(backMaterial, true);
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applyRoundedCorners(sideMaterial, false);
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// BoxGeometry face order: +X, -X, +Y, -Y, +Z(front), -Z(back); 4 verts each.
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const applyFaceUV = (geometry: any, vertexStart: number, face: number) => {
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const col = face % CARD_COLS;
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const row = Math.floor(face / CARD_COLS);
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const uv = geometry.attributes.uv;
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for (let i = 0; i < 4; i++) {
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const idx = vertexStart + i;
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const u = (col + marginU + uv.getX(idx) * (1 - 2 * marginU)) / CARD_COLS;
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const v = (CARD_ROWS - 1 - row + marginV + uv.getY(idx) * (1 - 2 * marginV)) / CARD_ROWS;
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uv.setXY(idx, u, v);
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}
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uv.needsUpdate = true;
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};
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const rig = new Group();
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const pitchGroup = new Group();
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rig.add(pitchGroup);
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scene.add(rig);
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const fan = new Group();
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fan.rotation.x = Math.PI / 2 - 0.32;
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pitchGroup.add(fan);
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const geometries: any[] = [];
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for (let i = 0; i < DECK_SIZE; i++) {
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const geometry = new BoxGeometry(CARD_WIDTH, cardHeight, CARD_DEPTH);
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applyFaceUV(geometry, 16, Math.floor(Math.random() * CARD_COLS * CARD_ROWS));
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applyFaceUV(geometry, 20, CARD_BACK_FACE);
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geometries.push(geometry);
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const mesh = new Mesh(geometry, [
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sideMaterial,
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sideMaterial,
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sideMaterial,
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sideMaterial,
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faceMaterial,
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backMaterial
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]);
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const pivot = new Group();
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pivot.rotation.z = (i - (DECK_SIZE - 1) / 2) * FAN_SPREAD;
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mesh.position.y = -FAN_RADIUS;
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mesh.position.z = (i - (DECK_SIZE - 1) / 2) * CARD_DEPTH;
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pivot.add(mesh);
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fan.add(pivot);
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}
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fan.position.set(
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0,
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FAN_RADIUS * Math.cos(fan.rotation.x),
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FAN_RADIUS * Math.sin(fan.rotation.x)
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);
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const targetColor = new Color(sideMaterial.color);
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const resize = () => {
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const width = el.clientWidth;
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const height = el.clientHeight;
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if (!width || !height) return;
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renderer.setSize(width, height);
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camera.aspect = width / height;
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const tanHalfFov = Math.tan(MathUtils.degToRad(FOV / 2));
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const dist = Math.max(
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FIT_HALF_H / tanHalfFov,
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FIT_HALF_W / (tanHalfFov * camera.aspect)
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);
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const elevation = 1.22;
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camera.position.set(
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0,
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Math.sin(elevation) * dist + 0.15,
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Math.cos(elevation) * dist
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);
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camera.lookAt(0, 0.1, 0);
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camera.updateProjectionMatrix();
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};
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resize();
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const observer = new ResizeObserver(resize);
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observer.observe(el);
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let yaw = 0;
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let pitch = 0;
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let targetYaw = 0;
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let targetPitch = 0;
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let dragging = false;
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let interacted = false;
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let lastX = 0;
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let lastY = 0;
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const onPointerDown = (e: PointerEvent) => {
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dragging = true;
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interacted = true;
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lastX = e.clientX;
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lastY = e.clientY;
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el.setPointerCapture(e.pointerId);
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};
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const onPointerMove = (e: PointerEvent) => {
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if (!dragging) return;
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targetYaw -= (e.clientX - lastX) * 0.008;
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targetPitch = MathUtils.clamp(
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targetPitch + (e.clientY - lastY) * 0.006,
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-1.35,
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1.35
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||||
);
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lastX = e.clientX;
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lastY = e.clientY;
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||||
};
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const onPointerUp = () => {
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dragging = false;
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||||
};
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el.addEventListener('pointerdown', onPointerDown);
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el.addEventListener('pointermove', onPointerMove);
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el.addEventListener('pointerup', onPointerUp);
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el.addEventListener('pointercancel', onPointerUp);
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||||
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const clock = new Clock();
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||||
let frameId = 0;
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||||
let running = false;
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||||
const animate = () => {
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||||
if (!running) return;
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frameId = requestAnimationFrame(animate);
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||||
const dt = Math.min(clock.getDelta(), 0.05);
|
||||
if (pendingColor) {
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||||
targetColor.set(pendingColor);
|
||||
pendingColor = null;
|
||||
}
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||||
sideMaterial.color.lerp(targetColor, 1 - Math.exp(-10 * dt));
|
||||
uEdgeColor.value.copy(sideMaterial.color);
|
||||
if (!interacted) {
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||||
targetYaw = Math.sin(clock.elapsedTime * 0.45) * 0.22;
|
||||
}
|
||||
const ease = 1 - Math.exp(-8 * dt);
|
||||
yaw += (targetYaw - yaw) * ease;
|
||||
pitch += (targetPitch - pitch) * ease;
|
||||
rig.rotation.z = yaw;
|
||||
pitchGroup.rotation.x = pitch;
|
||||
renderer.render(scene, camera);
|
||||
};
|
||||
|
||||
// Pause the loop while the tab is hidden to free the main thread and GPU.
|
||||
const startLoop = () => {
|
||||
if (running) return;
|
||||
running = true;
|
||||
clock.getDelta();
|
||||
frameId = requestAnimationFrame(animate);
|
||||
};
|
||||
const stopLoop = () => {
|
||||
if (!running) return;
|
||||
running = false;
|
||||
cancelAnimationFrame(frameId);
|
||||
};
|
||||
const removeVisibility = onVisibility((hidden) => (hidden ? stopLoop() : startLoop()));
|
||||
startLoop();
|
||||
|
||||
disposeScene = () => {
|
||||
stopLoop();
|
||||
removeVisibility();
|
||||
observer.disconnect();
|
||||
el.removeEventListener('pointerdown', onPointerDown);
|
||||
el.removeEventListener('pointermove', onPointerMove);
|
||||
el.removeEventListener('pointerup', onPointerUp);
|
||||
el.removeEventListener('pointercancel', onPointerUp);
|
||||
for (const geometry of geometries) {
|
||||
geometry.dispose();
|
||||
}
|
||||
faceMaterial.dispose();
|
||||
backMaterial.dispose();
|
||||
sideMaterial.dispose();
|
||||
texture.dispose();
|
||||
renderer.dispose();
|
||||
if (renderer.domElement.parentElement === el) {
|
||||
el.removeChild(renderer.domElement);
|
||||
}
|
||||
};
|
||||
};
|
||||
|
||||
onMounted(() => {
|
||||
const el = root.value;
|
||||
if (!el) return;
|
||||
// Defer the heavy scene until the preview is actually near the viewport.
|
||||
io = new IntersectionObserver(
|
||||
(entries) => {
|
||||
if (!entries.some((e) => e.isIntersecting)) return;
|
||||
io?.disconnect();
|
||||
io = null;
|
||||
cancelSchedule = scheduleIdle(() => {
|
||||
init();
|
||||
});
|
||||
},
|
||||
{ rootMargin: '200px' }
|
||||
);
|
||||
io.observe(el);
|
||||
});
|
||||
|
||||
onBeforeUnmount(() => {
|
||||
cancelled = true;
|
||||
io?.disconnect();
|
||||
cancelSchedule?.();
|
||||
disposeScene?.();
|
||||
});
|
||||
</script>
|
||||
|
||||
<template>
|
||||
<div ref="root" class="three-root" role="img" aria-label="Vista previa de la baraja">
|
||||
<div class="three-bg" aria-hidden="true"></div>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
<style lang="scss" scoped>
|
||||
.three-root {
|
||||
position: relative;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
overflow: hidden;
|
||||
cursor: grab;
|
||||
touch-action: none;
|
||||
|
||||
&:active {
|
||||
cursor: grabbing;
|
||||
}
|
||||
|
||||
.three-bg {
|
||||
position: absolute;
|
||||
inset: 0;
|
||||
background: var(--color-background);
|
||||
}
|
||||
|
||||
:deep(canvas) {
|
||||
position: relative;
|
||||
z-index: 1;
|
||||
display: block;
|
||||
}
|
||||
}
|
||||
</style>
|
||||
303
frontend/app/components/widgets/HiboliaScene.vue
Normal file
303
frontend/app/components/widgets/HiboliaScene.vue
Normal file
@@ -0,0 +1,303 @@
|
||||
<script setup lang="ts">
|
||||
const ATLAS_URL = 'https://cdn.aranroig.com/web/assets/cards.png';
|
||||
const CARD_COLS = 5;
|
||||
const CARD_ROWS = 11;
|
||||
const CARD_COUNT = 20;
|
||||
const CARD_LANES = 5;
|
||||
const CARD_SPEED = 1.1;
|
||||
const CARD_WIDTH = 1.15;
|
||||
const CARD_BACK_FACE = 9 * CARD_COLS + 2;
|
||||
|
||||
const root = ref<HTMLDivElement | null>(null);
|
||||
let disposeScene: (() => void) | null = null;
|
||||
let cancelled = false;
|
||||
let cancelSchedule: (() => void) | null = null;
|
||||
|
||||
const init = async () => {
|
||||
const el = root.value;
|
||||
if (!el || cancelled) return;
|
||||
|
||||
const {
|
||||
Scene,
|
||||
PerspectiveCamera,
|
||||
WebGLRenderer,
|
||||
TextureLoader,
|
||||
SRGBColorSpace,
|
||||
MeshBasicMaterial,
|
||||
PlaneGeometry,
|
||||
Mesh,
|
||||
Vector2,
|
||||
Vector3,
|
||||
Color,
|
||||
Clock,
|
||||
MathUtils
|
||||
} = await import('three');
|
||||
if (cancelled) return;
|
||||
|
||||
const scene = new Scene();
|
||||
|
||||
const camera = new PerspectiveCamera(45, 1, 0.1, 100);
|
||||
camera.position.z = 4;
|
||||
|
||||
const renderer = new WebGLRenderer({ antialias: true, alpha: true });
|
||||
renderer.setPixelRatio(1);
|
||||
el.appendChild(renderer.domElement);
|
||||
|
||||
let texture;
|
||||
try {
|
||||
texture = await new TextureLoader().loadAsync(ATLAS_URL);
|
||||
} catch (e) {
|
||||
console.warn('HiboliaScene: failed to load card atlas (CORS?)', e);
|
||||
el.removeChild(renderer.domElement);
|
||||
return;
|
||||
}
|
||||
if (cancelled) {
|
||||
texture.dispose();
|
||||
renderer.dispose();
|
||||
if (renderer.domElement.parentElement === el) el.removeChild(renderer.domElement);
|
||||
return;
|
||||
}
|
||||
texture.colorSpace = SRGBColorSpace;
|
||||
texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
|
||||
|
||||
const cellW = texture.image.width / CARD_COLS;
|
||||
const cellH = texture.image.height / CARD_ROWS;
|
||||
const cardHeight = CARD_WIDTH * (cellH / cellW);
|
||||
|
||||
const material = new MeshBasicMaterial({
|
||||
map: texture,
|
||||
transparent: true
|
||||
});
|
||||
|
||||
const backMaterial = new MeshBasicMaterial({
|
||||
map: texture,
|
||||
transparent: true
|
||||
});
|
||||
|
||||
// Round the card corners with an anti-aliased rounded-rect SDF in the shader.
|
||||
const CORNER_RADIUS = 0.09;
|
||||
const applyRoundedCorners = (mat: any) => {
|
||||
mat.onBeforeCompile = (shader: any) => {
|
||||
shader.uniforms.uHalfSize = { value: new Vector2(CARD_WIDTH / 2, cardHeight / 2) };
|
||||
shader.uniforms.uRadius = { value: CORNER_RADIUS };
|
||||
shader.vertexShader = shader.vertexShader
|
||||
.replace(
|
||||
'#include <common>',
|
||||
'#include <common>\nvarying vec2 vCardPos;'
|
||||
)
|
||||
.replace(
|
||||
'#include <begin_vertex>',
|
||||
'#include <begin_vertex>\nvCardPos = position.xy;'
|
||||
);
|
||||
shader.fragmentShader = shader.fragmentShader
|
||||
.replace(
|
||||
'#include <common>',
|
||||
`#include <common>
|
||||
varying vec2 vCardPos;
|
||||
uniform vec2 uHalfSize;
|
||||
uniform float uRadius;`
|
||||
)
|
||||
.replace(
|
||||
'#include <color_fragment>',
|
||||
`#include <color_fragment>
|
||||
vec2 q = abs(vCardPos) - uHalfSize + uRadius;
|
||||
float sd = min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - uRadius;
|
||||
diffuseColor.a *= 1.0 - smoothstep(-fwidth(sd), fwidth(sd), sd);`
|
||||
);
|
||||
mat.userData.shader = shader;
|
||||
};
|
||||
mat.needsUpdate = true;
|
||||
};
|
||||
applyRoundedCorners(material);
|
||||
applyRoundedCorners(backMaterial);
|
||||
|
||||
let viewHalfW = 2;
|
||||
let viewHalfH = 1.66;
|
||||
const updateView = () => {
|
||||
viewHalfH = camera.position.z * Math.tan(MathUtils.degToRad(camera.fov / 2));
|
||||
viewHalfW = viewHalfH * camera.aspect;
|
||||
};
|
||||
|
||||
// Inset UVs half a pixel inside each atlas cell to stop neighbors bleeding in.
|
||||
const marginU = 0.5 / cellW;
|
||||
const marginV = 0.5 / cellH;
|
||||
|
||||
// Shift the plane's UVs into one cell of the atlas: col across 5 columns,
|
||||
// row from the top of the image (v origin is bottom-left in three.js).
|
||||
const applyCardFace = (geometry: any, face: number) => {
|
||||
const col = face % CARD_COLS;
|
||||
const row = Math.floor(face / CARD_COLS);
|
||||
const uv = geometry.attributes.uv;
|
||||
if (!geometry.userData.baseUv) {
|
||||
geometry.userData.baseUv = Float32Array.from(uv.array);
|
||||
}
|
||||
const base = geometry.userData.baseUv;
|
||||
for (let i = 0; i < uv.count; i++) {
|
||||
const u = (col + marginU + base[i * 2] * (1 - 2 * marginU)) / CARD_COLS;
|
||||
const v = (CARD_ROWS - 1 - row + marginV + base[i * 2 + 1] * (1 - 2 * marginV)) / CARD_ROWS;
|
||||
uv.setXY(i, u, v);
|
||||
}
|
||||
uv.needsUpdate = true;
|
||||
};
|
||||
|
||||
const cards: any[] = [];
|
||||
|
||||
const respawn = (card: any, initial: boolean) => {
|
||||
const topY = viewHalfH + cardHeight;
|
||||
const bottomY = -viewHalfH - cardHeight;
|
||||
card.mesh.position.set(
|
||||
-viewHalfW + (viewHalfW * 2 / CARD_LANES) * (card.slot % CARD_LANES + 0.5) + MathUtils.randFloatSpread(0.3),
|
||||
initial
|
||||
? bottomY + (topY - bottomY) * (1 - (card.slot + 0.5) / CARD_COUNT)
|
||||
: topY,
|
||||
MathUtils.randFloat(-1.5, 0.5)
|
||||
);
|
||||
card.mesh.rotation.set(
|
||||
MathUtils.randFloat(-0.3, 0.3),
|
||||
MathUtils.randFloat(-0.4, 0.4),
|
||||
MathUtils.randFloat(-0.3, 0.3)
|
||||
);
|
||||
card.spin.set(
|
||||
MathUtils.randFloatSpread(1.6),
|
||||
MathUtils.randFloatSpread(1.6),
|
||||
MathUtils.randFloatSpread(0.9)
|
||||
);
|
||||
applyCardFace(card.geometry, Math.floor(Math.random() * CARD_COLS * CARD_ROWS));
|
||||
};
|
||||
|
||||
for (let i = 0; i < CARD_COUNT; i++) {
|
||||
const geometry = new PlaneGeometry(CARD_WIDTH, cardHeight);
|
||||
const mesh = new Mesh(geometry, material);
|
||||
const backGeometry = new PlaneGeometry(CARD_WIDTH, cardHeight);
|
||||
applyCardFace(backGeometry, CARD_BACK_FACE);
|
||||
const backMesh = new Mesh(backGeometry, backMaterial);
|
||||
backMesh.rotation.y = Math.PI;
|
||||
backMesh.position.z = -0.001;
|
||||
mesh.add(backMesh);
|
||||
scene.add(mesh);
|
||||
const card = { mesh, geometry, backGeometry, slot: i, spin: new Vector3() };
|
||||
respawn(card, true);
|
||||
cards.push(card);
|
||||
}
|
||||
|
||||
const resize = () => {
|
||||
const width = el.clientWidth;
|
||||
const height = el.clientHeight;
|
||||
if (!width || !height) return;
|
||||
renderer.setSize(width, height);
|
||||
camera.aspect = width / height;
|
||||
camera.updateProjectionMatrix();
|
||||
updateView();
|
||||
};
|
||||
resize();
|
||||
|
||||
const observer = new ResizeObserver(resize);
|
||||
observer.observe(el);
|
||||
|
||||
// Solid canvas background tracking the active theme's --color-background.
|
||||
const applyBackground = () => {
|
||||
const bg = getComputedStyle(document.documentElement)
|
||||
.getPropertyValue('--color-background')
|
||||
.trim();
|
||||
renderer.setClearColor(new Color(bg || '#0e0e0e'), 1);
|
||||
};
|
||||
applyBackground();
|
||||
|
||||
const themeObserver = new MutationObserver(applyBackground);
|
||||
themeObserver.observe(document.documentElement, {
|
||||
attributes: true,
|
||||
attributeFilter: ['data-theme']
|
||||
});
|
||||
|
||||
const clock = new Clock();
|
||||
let frameId = 0;
|
||||
let running = false;
|
||||
const animate = () => {
|
||||
if (!running) return;
|
||||
frameId = requestAnimationFrame(animate);
|
||||
const dt = Math.min(clock.getDelta(), 0.05);
|
||||
for (const card of cards) {
|
||||
card.mesh.position.y -= CARD_SPEED * dt;
|
||||
card.mesh.rotation.x += card.spin.x * dt;
|
||||
card.mesh.rotation.y += card.spin.y * dt;
|
||||
card.mesh.rotation.z += card.spin.z * dt;
|
||||
if (card.mesh.position.y < -viewHalfH - cardHeight) {
|
||||
respawn(card, false);
|
||||
}
|
||||
}
|
||||
renderer.render(scene, camera);
|
||||
};
|
||||
|
||||
// Pause the loop while the tab is hidden to free the main thread and GPU.
|
||||
const startLoop = () => {
|
||||
if (running) return;
|
||||
running = true;
|
||||
clock.getDelta();
|
||||
frameId = requestAnimationFrame(animate);
|
||||
};
|
||||
const stopLoop = () => {
|
||||
if (!running) return;
|
||||
running = false;
|
||||
cancelAnimationFrame(frameId);
|
||||
};
|
||||
const removeVisibility = onVisibility((hidden) => (hidden ? stopLoop() : startLoop()));
|
||||
startLoop();
|
||||
|
||||
disposeScene = () => {
|
||||
stopLoop();
|
||||
removeVisibility();
|
||||
observer.disconnect();
|
||||
themeObserver.disconnect();
|
||||
for (const card of cards) {
|
||||
card.geometry.dispose();
|
||||
card.backGeometry.dispose();
|
||||
}
|
||||
material.dispose();
|
||||
backMaterial.dispose();
|
||||
texture.dispose();
|
||||
renderer.dispose();
|
||||
if (renderer.domElement.parentElement === el) {
|
||||
el.removeChild(renderer.domElement);
|
||||
}
|
||||
};
|
||||
};
|
||||
|
||||
onMounted(() => {
|
||||
cancelSchedule = scheduleIdle(() => {
|
||||
init();
|
||||
});
|
||||
});
|
||||
|
||||
onBeforeUnmount(() => {
|
||||
cancelled = true;
|
||||
cancelSchedule?.();
|
||||
disposeScene?.();
|
||||
});
|
||||
</script>
|
||||
|
||||
<template>
|
||||
<div ref="root" class="three-root">
|
||||
<div class="three-bg" aria-hidden="true"></div>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
<style lang="scss" scoped>
|
||||
.three-root {
|
||||
position: relative;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
overflow: hidden;
|
||||
|
||||
.three-bg {
|
||||
position: absolute;
|
||||
inset: 0;
|
||||
background: var(--color-background);
|
||||
}
|
||||
|
||||
:deep(canvas) {
|
||||
position: relative;
|
||||
z-index: 1;
|
||||
display: block;
|
||||
}
|
||||
}
|
||||
</style>
|
||||
Reference in New Issue
Block a user