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feat(registry): bring back the video-primitive moves (#3169)
Restores the 208 catalog items reverted after their previews 404'd in production, this time on the payload mechanism rather than the .html files that caused the outage. The generator no longer writes a preview document to docs/public. That writer, and the machinery under it, existed only to produce files the docs host discards, so it is gone rather than bypassed. Items now embed the composition itself via a payload, which is what the previous change already does for the items that were already in the catalog. The variables explorer is parked, not restored: it drove its preview through the same unpublished .html path, so it would have shown an empty frame. Items that declare variables get the live player plus the static variables table, and reconnecting the explorer to payloads is a follow-up.
This commit is contained in:
@@ -0,0 +1,555 @@
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---
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title: "Gallery Tunnel"
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description: "An infinite corridor of panels: a square tunnel receding to a vanishing point, its floor, ceiling and walls tiled with saturated colour slabs and caller-supplied images that swell toward camera and exit past you, the far end dissolving into fog."
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---
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import { InstallCommand } from "/snippets/install-command.jsx";
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<iframe
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className="w-full aspect-video rounded-xl border-0 bg-zinc-100 dark:bg-zinc-800"
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title="gallery-tunnel preview"
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loading="lazy"
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srcDoc={`<!doctype html><html><head><meta charset="utf-8"><style>html,body{margin:0;height:100%;overflow:hidden;background:transparent}hyperframes-player{display:block;width:100%;height:100%}</style><script src="https://cdn.jsdelivr.net/npm/@hyperframes/player@0.7/dist/hyperframes-player.global.js"><\/script></head><body><script>fetch("/public/catalog/blocks/gallery-tunnel.json").then(function(r){return r.json()}).then(function(d){var p=document.createElement("hyperframes-player");p.setAttribute("srcdoc",d.html);p.setAttribute("controls","");p.setAttribute("autoplay","");p.setAttribute("loop","");p.setAttribute("muted","");p.setAttribute("poster","https://static.heygen.ai/hyperframes-oss/docs/images/catalog/blocks/gallery-tunnel.png");document.body.appendChild(p)});<\/script></body></html>`}
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/>
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## Install
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<InstallCommand command="npx hyperframes add gallery-tunnel" />
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That writes one file: `compositions/gallery-tunnel.html`.
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## Add it to your video
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It runs for 12 seconds at 1920×1080. Paste this into your composition:
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```html index.html
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<div
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data-composition-id="gallery-tunnel"
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data-composition-src="compositions/gallery-tunnel.html"
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data-start="0"
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data-duration="12"
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data-track-index="1"
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data-width="1920"
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data-height="1080"
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></div>
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```
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Move it in time with `data-start`. Put it on a different timeline row with
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`data-track-index`. See [data attributes](/concepts/data-attributes) for the rest.
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## Change how it looks
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Set these CSS variables on the block:
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- `--images` — Image slots: comma-separated paths, tiled into the panels (e.g. assets/shot-1.png,assets/shot-2.png). Defaults to ``.
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- `--imagemix` — Image share of filled slots (0 = all colour, 1 = all images). Defaults to `0.5`.
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- `--speed` — Flight speed (segments per second). Defaults to `3`.
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- `--palette` — Slab palette: comma-separated hex colours. Defaults to `#FF6A00,#AB54F7,#EA3737,#0072E3,#00AA3C,#FFB200`.
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- `--grid` — Grid density: slots per wall face per axis (2 = 4 per face, 16 per segment). Defaults to `2`.
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- `--fill` — Slot fill rate. Defaults to `0.5`.
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- `--fog` — Fog distance in segments: depth at which the corridor reaches pure backdrop. Defaults to `14.25`.
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- `--edgecolor` — Edge line colour. Defaults to `#B0B0B0`.
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- `--edgeopacity` — Edge line opacity. Defaults to `0.5`.
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- `--backdrop` — Backdrop and fog colour. Defaults to `#000000`.
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## Variables
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Every one of these has a default, so the piece works untouched. Set the ones you
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want to change on the element:
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| Variable | Default | Accepts | What it does |
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| --- | --- | --- | --- |
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| `images` | `` | string | |
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| `imageMix` | `0.5` | 0 to 1, step 0.05 | |
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| `speed` | `3` | 0segments/s to 8segments/s, step 0.1segments/s | |
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| `palette` | `#FF6A00,#AB54F7,#EA3737,#0072E3,#00AA3C,#FFB200` | string | |
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| `grid` | `2` | 1 to 4, step 1 | |
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| `fill` | `0.5` | 0 to 1, step 0.05 | |
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| `fog` | `14.25` | 3segments to 14.5segments, step 0.25segments | |
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| `edgeColor` | `#B0B0B0` | color | |
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| `edgeOpacity` | `0.5` | 0 to 1, step 0.05 | |
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| `backdrop` | `#000000` | color | |
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Set them with `data-variable-values` on the element that mounts it. These are the
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defaults, so this behaves exactly like the preview above until you change one:
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```html wrap
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<div
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data-composition-id="gallery-tunnel"
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data-composition-src="compositions/gallery-tunnel.html"
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data-variable-values='{"images":"","imageMix":0.5,"speed":3,"palette":"#FF6A00,#AB54F7,#EA3737,#0072E3,#00AA3C,#FFB200","grid":2,"fill":0.5,"fog":14.25,"edgeColor":"#B0B0B0","edgeOpacity":0.5,"backdrop":"#000000"}'
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></div>
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```
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## Source
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<Accordion title={`gallery-tunnel.html`}>
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```html
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<meta name="viewport" content="width=1920, height=1080" />
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<title>Gallery Tunnel</title>
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<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.147.0/build/three.min.js"></script>
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<style>
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*,
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*::before,
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*::after {
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margin: 0;
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padding: 0;
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box-sizing: border-box;
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}
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body {
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background: #000;
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overflow: hidden;
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}
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#gt-root {
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position: relative;
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width: 1920px;
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height: 1080px;
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overflow: hidden;
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}
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#gt-backdrop {
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position: absolute;
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inset: 0;
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background: #000000;
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}
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#gt-canvas {
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position: absolute;
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top: 0;
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left: 0;
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width: 1920px;
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height: 1080px;
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}
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/* Off-screen decode well: the <img> elements live in the DOM so the page
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load event waits for them, but they are never composited themselves —
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WebGL reads them as textures. The well is clipped to 1px; the images
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inside keep their natural layout size on purpose, because texImage2D
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uploads an <img> at its LAID-OUT size — sizing them down with CSS
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uploads a 1x1 texture and every panel samples one dark pixel. */
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#gt-assets {
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position: absolute;
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top: 0;
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left: 0;
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width: 1px;
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height: 1px;
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overflow: hidden;
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opacity: 0;
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pointer-events: none;
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}
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</style>
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</head>
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<body>
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<!--
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Content slots. Every panel in the corridor is a slot, and `images` fills a
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share of them with your own artwork — drop the files in the project's
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assets/ and list them, either by editing the `images` default below or from
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the host composition:
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<div
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data-composition-id="gallery-tunnel"
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data-composition-src="compositions/gallery-tunnel.html"
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data-start="0" data-duration="12" data-track-index="0"
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data-width="1920" data-height="1080"
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style="--images: assets/shot-1.png, assets/shot-2.png, assets/shot-3.png; --imagemix: 0.7"
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></div>
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Any number of images works; they are dealt to slots by hash, so one image
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recurs at different depths rather than appearing once. Each is contain-fit
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inside its slot, so a 16:9 screenshot keeps its aspect. `imageMix` sets the
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image-vs-colour split (1 = every filled slot is an image), `fill` how many
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slots are filled at all.
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-->
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<div
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id="gt-root"
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data-composition-id="gallery-tunnel"
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data-root="true"
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data-width="1920"
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data-height="1080"
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data-start="0"
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data-duration="12"
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data-composition-variables='[
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{"id":"images","type":"string","label":"Image slots: comma-separated paths, tiled into the panels (e.g. assets/shot-1.png,assets/shot-2.png)","default":"","placeholder":"assets/shot-1.png,assets/shot-2.png"},
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{"id":"imageMix","type":"number","label":"Image share of filled slots (0 = all colour, 1 = all images)","default":0.5,"min":0,"max":1,"step":0.05},
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{"id":"speed","type":"number","label":"Flight speed","default":3,"min":0,"max":8,"step":0.1,"unit":"segments/s"},
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{"id":"palette","type":"string","label":"Slab palette: comma-separated hex colours","default":"#FF6A00,#AB54F7,#EA3737,#0072E3,#00AA3C,#FFB200"},
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{"id":"grid","type":"number","label":"Grid density: slots per wall face per axis (2 = 4 per face, 16 per segment)","default":2,"min":1,"max":4,"step":1},
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{"id":"fill","type":"number","label":"Slot fill rate","default":0.5,"min":0,"max":1,"step":0.05},
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{"id":"fog","type":"number","label":"Fog distance: depth at which the corridor reaches pure backdrop","default":14.25,"min":3,"max":14.5,"step":0.25,"unit":"segments"},
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{"id":"edgeColor","type":"color","label":"Edge line colour","default":"#B0B0B0"},
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{"id":"edgeOpacity","type":"number","label":"Edge line opacity","default":0.5,"min":0,"max":1,"step":0.05},
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{"id":"backdrop","type":"color","label":"Backdrop and fog colour","default":"#000000"}
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]'
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>
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<div id="gt-backdrop"></div>
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<canvas id="gt-canvas" width="1920" height="1080"></canvas>
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<div id="gt-assets" aria-hidden="true" data-layout-allow-overflow></div>
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<!-- Driver clip: gives HyperFrames a timed element to own on track 0. -->
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<div
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id="gt-drv"
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class="clip"
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data-start="0"
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data-duration="12"
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data-track-index="0"
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style="position: absolute; width: 1px; height: 1px; opacity: 0; pointer-events: none"
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></div>
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</div>
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<script>
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(function () {
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var DUR = 12;
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var W = 1920;
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var H = 1080;
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// Fixed tunnel geometry, measured off the reference.
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var TUNNEL_WIDTH = 2;
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var TUNNEL_HEIGHT = 1.8;
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var SEGMENT_DEPTH = 1;
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var NUM_SEGMENTS = 15;
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var LINE_RADIUS = 0.003;
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var FOV = 75;
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var INSET = 0.94; // slab gutter inside its cell, so tiles read as discrete
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var SKIN = 0.002; // push slabs just behind the wall plane so edges stay on top
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var ROOT = document.getElementById("gt-root");
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var CS = getComputedStyle(ROOT);
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// `data-composition-variables` is the single owner of every declared
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// default — parse it rather than repeating each default a second time
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// in JS. `window.__hyperframes` is NOT guaranteed to exist yet when this
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// inline script runs, so it can only ever be an override, never the
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// source. Precedence: host CSS custom property, runtime variable bag,
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// declared default.
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var DECL = {};
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JSON.parse(ROOT.getAttribute("data-composition-variables") || "[]").forEach(function (v) {
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DECL[v.id] = v.default;
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});
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var HF = window.__hyperframes;
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var V = (HF && HF.getVariables && HF.getVariables()) || {};
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function raw(id) {
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var css = CS.getPropertyValue("--" + id.toLowerCase()).trim();
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if (css !== "") return css;
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if (V[id] !== undefined && V[id] !== "") return V[id];
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return DECL[id];
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}
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function num(id) {
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var n = parseFloat(raw(id));
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return isFinite(n) ? n : 0;
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}
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function str(id) {
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var s = raw(id);
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return typeof s === "string" ? s.trim() : "";
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}
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function list(id) {
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return str(id)
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.split(",")
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.map(function (s) {
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return s.trim();
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})
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.filter(function (s) {
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return s !== "";
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});
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}
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var SPEED = num("speed");
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var GRID = Math.max(1, Math.min(4, Math.round(num("grid"))));
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var FILL = num("fill");
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var IMAGE_MIX = num("imageMix");
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var FOG_FAR = Math.max(3, Math.min(14.5, num("fog")));
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var EDGE_OPACITY = num("edgeOpacity");
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var EDGE_COLOR = str("edgeColor");
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var BACKDROP = str("backdrop");
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var PALETTE = list("palette");
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var IMAGE_SRCS = list("images");
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document.getElementById("gt-backdrop").style.background = BACKDROP;
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// How far behind the camera a segment travels before it recycles. Tying
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// it to the fog distance is the whole trick: the recycle boundary lands
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// at exactly FOG_FAR, so a segment reappears already fogged to pure
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// backdrop and nothing ever pops in at the far end. One owner for the
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// invariant — move the fog and the boundary follows.
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var BACK = Math.max(0, Math.min(1.5, NUM_SEGMENTS * SEGMENT_DEPTH - FOG_FAR));
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// Deterministic 2D integer hash — the only source of "randomness".
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// Content at frame N is a pure function of (absolute segment, slot).
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function hash2(a, b) {
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var h = Math.imul(a | 0, 0x27d4eb2d) ^ Math.imul(b | 0, 0x165667b1);
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||||
h = Math.imul(h ^ (h >>> 15), 0x2545f491);
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||||
h ^= h >>> 13;
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return (h >>> 0) / 4294967296;
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||||
}
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var THREEJS = window.THREE;
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var canvas = document.getElementById("gt-canvas");
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var renderer = new THREEJS.WebGLRenderer({
|
||||
canvas: canvas,
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||||
antialias: true,
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||||
alpha: false,
|
||||
preserveDrawingBuffer: true,
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||||
});
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renderer.setPixelRatio(1);
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renderer.setSize(W, H, false);
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||||
renderer.setClearColor(new THREEJS.Color(BACKDROP), 1);
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||||
|
||||
var scene = new THREEJS.Scene();
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scene.fog = new THREEJS.Fog(new THREEJS.Color(BACKDROP), 1, FOG_FAR * SEGMENT_DEPTH);
|
||||
|
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// Camera sits still at the origin looking down -z; the corridor moves.
|
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// Same picture as a moving camera, and the modulo keeps every coordinate
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// bounded no matter how long the clip runs.
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var camera = new THREEJS.PerspectiveCamera(FOV, W / H, 0.05, 40);
|
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camera.position.set(0, 0, 0);
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||||
camera.lookAt(0, 0, -1);
|
||||
|
||||
var PLANE = new THREEJS.PlaneGeometry(1, 1);
|
||||
|
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var COLOR_MATS = PALETTE.map(function (hex) {
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return new THREEJS.MeshBasicMaterial({ color: new THREEJS.Color(hex), fog: true });
|
||||
});
|
||||
if (COLOR_MATS.length === 0) {
|
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COLOR_MATS.push(new THREEJS.MeshBasicMaterial({ color: 0xffffff, fog: true }));
|
||||
}
|
||||
|
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// Caller-supplied content slots. Real <img> elements (so the page load
|
||||
// event waits for the decode) used directly as WebGL textures.
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||||
var assets = document.getElementById("gt-assets");
|
||||
var IMAGES = IMAGE_SRCS.map(function (src, k) {
|
||||
var el = document.createElement("img");
|
||||
el.id = "gt-img-" + k;
|
||||
el.alt = "";
|
||||
el.src = src;
|
||||
assets.appendChild(el);
|
||||
|
||||
var tex = new THREEJS.Texture(el);
|
||||
tex.minFilter = THREEJS.LinearFilter;
|
||||
tex.magFilter = THREEJS.LinearFilter;
|
||||
tex.generateMipmaps = false;
|
||||
var rec = {
|
||||
aspect: 0,
|
||||
mat: new THREEJS.MeshBasicMaterial({ map: tex, fog: true }),
|
||||
};
|
||||
function ready() {
|
||||
if (!el.naturalWidth) return;
|
||||
rec.aspect = el.naturalWidth / el.naturalHeight;
|
||||
tex.needsUpdate = true;
|
||||
}
|
||||
el.addEventListener("load", ready);
|
||||
ready(); // a cache hit can complete before the listener is attached
|
||||
return rec;
|
||||
});
|
||||
|
||||
var edgeMat = new THREEJS.MeshBasicMaterial({
|
||||
color: new THREEJS.Color(EDGE_COLOR),
|
||||
fog: true,
|
||||
transparent: true,
|
||||
opacity: EDGE_OPACITY,
|
||||
});
|
||||
|
||||
var HW = TUNNEL_WIDTH / 2;
|
||||
var HH = TUNNEL_HEIGHT / 2;
|
||||
var cellZ = SEGMENT_DEPTH / GRID;
|
||||
var cellX = TUNNEL_WIDTH / GRID;
|
||||
var cellY = TUNNEL_HEIGHT / GRID;
|
||||
|
||||
// Four faces of a segment box. `place` maps a cell to a world position
|
||||
// inside the segment (origin at the segment's near boundary, growing
|
||||
// toward -z); `rot` orients the unit plane into that face, inward-facing.
|
||||
// `cw`/`ch` are the cell's extent in the plane's own local axes.
|
||||
var FACES = [
|
||||
{
|
||||
// floor
|
||||
rot: [-Math.PI / 2, 0, 0],
|
||||
cw: cellX,
|
||||
ch: cellZ,
|
||||
place: function (iu, iz) {
|
||||
return [-HW + (iu + 0.5) * cellX, -HH - SKIN, -(iz + 0.5) * cellZ];
|
||||
},
|
||||
},
|
||||
{
|
||||
// ceiling
|
||||
rot: [Math.PI / 2, 0, 0],
|
||||
cw: cellX,
|
||||
ch: cellZ,
|
||||
place: function (iu, iz) {
|
||||
return [-HW + (iu + 0.5) * cellX, HH + SKIN, -(iz + 0.5) * cellZ];
|
||||
},
|
||||
},
|
||||
{
|
||||
// left wall
|
||||
rot: [0, Math.PI / 2, 0],
|
||||
cw: cellZ,
|
||||
ch: cellY,
|
||||
place: function (iu, iz) {
|
||||
return [-HW - SKIN, -HH + (iu + 0.5) * cellY, -(iz + 0.5) * cellZ];
|
||||
},
|
||||
},
|
||||
{
|
||||
// right wall
|
||||
rot: [0, -Math.PI / 2, 0],
|
||||
cw: cellZ,
|
||||
ch: cellY,
|
||||
place: function (iu, iz) {
|
||||
return [HW + SKIN, -HH + (iu + 0.5) * cellY, -(iz + 0.5) * cellZ];
|
||||
},
|
||||
},
|
||||
];
|
||||
|
||||
var UP = new THREEJS.Vector3(0, 1, 0);
|
||||
// Edges are solid tube geometry, not lines: a cylinder thickens with
|
||||
// perspective the way a real moulding does, which is the whole reason
|
||||
// the corridor reads as built rather than drawn.
|
||||
function tube(group, ax, ay, az, bx, by, bz) {
|
||||
var dx = bx - ax,
|
||||
dy = by - ay,
|
||||
dz = bz - az;
|
||||
var len = Math.sqrt(dx * dx + dy * dy + dz * dz);
|
||||
if (len < 1e-6) return;
|
||||
var mesh = new THREEJS.Mesh(
|
||||
new THREEJS.CylinderGeometry(LINE_RADIUS, LINE_RADIUS, len, 6, 1),
|
||||
edgeMat,
|
||||
);
|
||||
mesh.position.set((ax + bx) / 2, (ay + by) / 2, (az + bz) / 2);
|
||||
mesh.quaternion.setFromUnitVectors(UP, new THREEJS.Vector3(dx / len, dy / len, dz / len));
|
||||
group.add(mesh);
|
||||
}
|
||||
|
||||
function buildEdges(group) {
|
||||
var D = SEGMENT_DEPTH;
|
||||
var k, j, u, z;
|
||||
// The four corner runs (and any interior wall divisions) come from the
|
||||
// side walls; floor/ceiling only contribute their interior lines, so
|
||||
// corners are drawn once and never double-blend at 50% opacity.
|
||||
for (k = 1; k < GRID; k++) {
|
||||
u = -HW + k * cellX;
|
||||
tube(group, u, -HH, 0, u, -HH, -D);
|
||||
tube(group, u, HH, 0, u, HH, -D);
|
||||
}
|
||||
for (k = 0; k <= GRID; k++) {
|
||||
u = -HH + k * cellY;
|
||||
tube(group, -HW, u, 0, -HW, u, -D);
|
||||
tube(group, HW, u, 0, HW, u, -D);
|
||||
}
|
||||
// Ring lines at each depth boundary. The far boundary belongs to the
|
||||
// next segment, so stop one short and the tiling stays seamless.
|
||||
for (j = 0; j < GRID; j++) {
|
||||
z = -j * cellZ;
|
||||
tube(group, -HW, -HH, z, HW, -HH, z);
|
||||
tube(group, -HW, HH, z, HW, HH, z);
|
||||
tube(group, -HW, -HH, z, -HW, HH, z);
|
||||
tube(group, HW, -HH, z, HW, HH, z);
|
||||
}
|
||||
}
|
||||
|
||||
var segs = [];
|
||||
for (var i = 0; i < NUM_SEGMENTS; i++) {
|
||||
var group = new THREEJS.Group();
|
||||
var panels = [];
|
||||
for (var f = 0; f < FACES.length; f++) {
|
||||
var face = FACES[f];
|
||||
for (var iz = 0; iz < GRID; iz++) {
|
||||
for (var iu = 0; iu < GRID; iu++) {
|
||||
var mesh = new THREEJS.Mesh(PLANE, COLOR_MATS[0]);
|
||||
var p = face.place(iu, iz);
|
||||
mesh.position.set(p[0], p[1], p[2]);
|
||||
mesh.rotation.set(face.rot[0], face.rot[1], face.rot[2]);
|
||||
mesh.visible = false;
|
||||
group.add(mesh);
|
||||
panels.push({ mesh: mesh, cw: face.cw * INSET, ch: face.ch * INSET });
|
||||
}
|
||||
}
|
||||
}
|
||||
buildEdges(group);
|
||||
scene.add(group);
|
||||
segs.push({ group: group, panels: panels });
|
||||
}
|
||||
|
||||
// Contain-fit so a supplied screenshot keeps its aspect inside the slot
|
||||
// instead of being squashed to the cell (wall cells are portrait).
|
||||
function fit(p, ar) {
|
||||
if (!ar) {
|
||||
p.mesh.scale.set(p.cw, p.ch, 1);
|
||||
return;
|
||||
}
|
||||
if (ar > p.cw / p.ch) p.mesh.scale.set(p.cw, p.cw / ar, 1);
|
||||
else p.mesh.scale.set(p.ch * ar, p.ch, 1);
|
||||
}
|
||||
|
||||
// Everything about frame t is computed from t alone. `d` is the distance
|
||||
// flown in segments; `a` is the ABSOLUTE segment number occupying pool
|
||||
// slot i right now, which is what content hashes and the every-other
|
||||
// rhythm key off — so a segment carries the same panels every time it is
|
||||
// looked at, no matter how the timeline is scrubbed.
|
||||
function draw(t) {
|
||||
var d = SPEED * t;
|
||||
for (var i = 0; i < NUM_SEGMENTS; i++) {
|
||||
var seg = segs[i];
|
||||
var a = i + NUM_SEGMENTS * Math.ceil((d - i - BACK) / NUM_SEGMENTS);
|
||||
seg.group.position.z = -(a - d) * SEGMENT_DEPTH;
|
||||
|
||||
var lit = a % 2 === 0;
|
||||
var panels = seg.panels;
|
||||
for (var s = 0; s < panels.length; s++) {
|
||||
var p = panels[s];
|
||||
if (!lit || hash2(a, s * 4 + 1) >= FILL) {
|
||||
p.mesh.visible = false;
|
||||
continue;
|
||||
}
|
||||
p.mesh.visible = true;
|
||||
if (IMAGES.length > 0 && hash2(a, s * 4 + 2) < IMAGE_MIX) {
|
||||
var im = IMAGES[Math.floor(hash2(a, s * 4 + 4) * IMAGES.length) % IMAGES.length];
|
||||
p.mesh.material = im.mat;
|
||||
fit(p, im.aspect);
|
||||
} else {
|
||||
var ci = Math.floor(hash2(a, s * 4 + 3) * COLOR_MATS.length) % COLOR_MATS.length;
|
||||
p.mesh.material = COLOR_MATS[ci];
|
||||
p.mesh.scale.set(p.cw, p.ch, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
renderer.render(scene, camera);
|
||||
}
|
||||
|
||||
window.__timelines = window.__timelines || {};
|
||||
var tl = gsap.timeline({ paused: true });
|
||||
|
||||
// Repaint from a property SETTER, not from onUpdate: gsap's seek(t)
|
||||
// suppresses events by default, so an onUpdate callback silently never
|
||||
// fires on a scrub and the canvas freezes on frame 0. Tweened values are
|
||||
// always written during render, suppressed or not.
|
||||
var driver = { _t: 0 };
|
||||
Object.defineProperty(driver, "t", {
|
||||
get: function () {
|
||||
return this._t;
|
||||
},
|
||||
set: function (v) {
|
||||
this._t = v;
|
||||
draw(v);
|
||||
},
|
||||
});
|
||||
tl.to(driver, { t: DUR, duration: DUR, ease: "none" }, 0);
|
||||
window.__timelines["gallery-tunnel"] = tl;
|
||||
|
||||
draw(0);
|
||||
})();
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
```
|
||||
|
||||
</Accordion>
|
||||
|
||||
{/* hf:generated-footer */}
|
||||
|
||||
Tagged `webgl` `3d` `background` `showcase` `depth` `loop`.
|
||||
|
||||
## Related topics
|
||||
|
||||
- [Browse the complete Catalog](/catalog)
|
||||
- [Add assets and Catalog items in Studio](/studio/assets-and-blocks)
|
||||
- [Build a richer composition](/go-further)
|
||||
Reference in New Issue
Block a user