feat: import fluid portfolio snapshot
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import * as THREE from "three";
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import { blobFragment, blobVertex, particleFragment, particleVertex } from "./shaders";
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// 三状态目标值 —— 每帧向目标插值,无硬切
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const STATES = {
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idle: { freq: 1.15, amp: 0.24, speed: 0.22, heat: 0.0, scale: 1.0, attract: 0.12 },
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thinking: { freq: 2.6, amp: 0.27, speed: 0.95, heat: 0.7, scale: 0.86, attract: 1.0 },
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answering: { freq: 1.9, amp: 0.46, speed: 0.5, heat: 0.22, scale: 1.09, attract: 0.0 },
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};
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const lerp = (a, b, t) => a + (b - a) * t;
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export function createMind(canvas, { reduced = false } = {}) {
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const isMobile = window.innerWidth < 880;
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const renderer = new THREE.WebGLRenderer({ canvas, antialias: true, alpha: true });
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renderer.setPixelRatio(Math.min(window.devicePixelRatio, isMobile ? 1.5 : 2));
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renderer.setSize(window.innerWidth, window.innerHeight);
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(42, window.innerWidth / window.innerHeight, 0.1, 30);
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camera.position.z = 6;
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const group = new THREE.Group();
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scene.add(group);
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/* ---- 流体球 ---- */
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const blobUniforms = {
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uTime: { value: 0 },
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uFreq: { value: STATES.idle.freq },
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uAmp: { value: STATES.idle.amp },
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uSpeed: { value: STATES.idle.speed },
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uHeat: { value: 0 },
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uOpacity: { value: 1 },
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uColorA: { value: new THREE.Color("#22d3ee") },
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uColorB: { value: new THREE.Color("#a78bfa") },
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};
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const blob = new THREE.Mesh(
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new THREE.IcosahedronGeometry(1.35, isMobile ? 48 : 96),
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new THREE.ShaderMaterial({
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vertexShader: blobVertex,
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fragmentShader: blobFragment,
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uniforms: blobUniforms,
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transparent: true,
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blending: THREE.AdditiveBlending,
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depthWrite: false,
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})
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);
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group.add(blob);
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/* ---- 伴生粒子 ---- */
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const COUNT = isMobile ? 900 : 2000;
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const seeds = new Float32Array(COUNT * 3);
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const radii = new Float32Array(COUNT);
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const speeds = new Float32Array(COUNT);
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for (let i = 0; i < COUNT; i++) {
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seeds[i * 3] = Math.random();
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seeds[i * 3 + 1] = Math.random();
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seeds[i * 3 + 2] = Math.random();
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radii[i] = 1.7 + Math.random() * 1.5;
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speeds[i] = 0.25 + Math.random() * 0.6;
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}
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const pGeo = new THREE.BufferGeometry();
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pGeo.setAttribute("position", new THREE.BufferAttribute(new Float32Array(COUNT * 3), 3));
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pGeo.setAttribute("aSeed", new THREE.BufferAttribute(seeds, 3));
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pGeo.setAttribute("aRadius", new THREE.BufferAttribute(radii, 1));
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pGeo.setAttribute("aSpeed", new THREE.BufferAttribute(speeds, 1));
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const particleUniforms = {
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uTime: { value: 0 },
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uAttract: { value: STATES.idle.attract },
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uBurst: { value: 0 },
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uDir: { value: -1 },
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uSize: { value: isMobile ? 9 : 12 },
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uMouse: { value: new THREE.Vector3(999, 999, 999) },
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uMouseForce: { value: 0 },
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uGrab: { value: 0 },
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uHeat: { value: 0 },
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uOpacity: { value: 1 },
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uColorA: blobUniforms.uColorA,
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uColorB: blobUniforms.uColorB,
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};
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const particles = new THREE.Points(
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pGeo,
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new THREE.ShaderMaterial({
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vertexShader: particleVertex,
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fragmentShader: particleFragment,
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uniforms: particleUniforms,
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transparent: true,
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blending: THREE.AdditiveBlending,
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depthWrite: false,
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})
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);
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group.add(particles);
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/* ---- 状态机 ---- */
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let current = { ...STATES.idle };
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let target = STATES.idle;
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let stateName = "idle";
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let burst = 0;
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const colorA = blobUniforms.uColorA.value;
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const colorB = blobUniforms.uColorB.value;
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const targetColorA = colorA.clone();
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const targetColorB = colorB.clone();
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// 停靠位置:side -1 内容在右 → 流体去左;1 → 右;0 → 居中偏后
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const dock = new THREE.Vector3();
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const dockTarget = new THREE.Vector3();
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const pointer = { x: 0, y: 0 };
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function dockFor(side) {
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if (window.innerWidth < 880) {
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// 移动端:居中上移、退后、缩小,让内容可读
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return new THREE.Vector3(side * 0.3, 1.25, -1.6);
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}
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if (side === 0) return new THREE.Vector3(0, 0.95, -2.8);
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return new THREE.Vector3(side * 2.05, 0.1, -0.7);
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}
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let side = 1;
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let opacityTarget = 1;
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let hasPointer = false;
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let mouseSnapped = false;
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// 按压牵引弹簧(欠阻尼 → 过冲回弹的阻尼感)
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let grab = 0;
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let grabVel = 0;
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let grabTarget = 0;
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const mouseRay = new THREE.Vector3();
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const mouseLocal = new THREE.Vector3();
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const api = {
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setState(name) {
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if (name === stateName || reduced) return;
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stateName = name;
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target = STATES[name];
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if (name === "answering") burst = 1; // 喷发脉冲,随帧衰减
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},
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setSide(s) {
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side = s;
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dockTarget.copy(dockFor(s));
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particleUniforms.uDir.value = s === 0 ? 0 : -s; // 粒子喷向内容区
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opacityTarget = s === 0 ? 0.42 : 1; // 居中停靠时减淡,保证内容可读
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},
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setPalette([a, b]) {
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targetColorA.set(a);
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targetColorB.set(b);
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},
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get state() {
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return stateName;
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},
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debug() {
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return { stateName, side, dock: dock.toArray(), dockTarget: dockTarget.toArray(), group: group.position.toArray() };
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},
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};
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api.setSide(1);
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dock.copy(dockTarget);
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group.position.copy(dock);
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window.addEventListener("pointermove", (e) => {
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pointer.x = (e.clientX / window.innerWidth) * 2 - 1;
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pointer.y = (e.clientY / window.innerHeight) * 2 - 1;
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hasPointer = true;
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});
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window.addEventListener("pointerdown", (e) => {
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pointer.x = (e.clientX / window.innerWidth) * 2 - 1;
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pointer.y = (e.clientY / window.innerHeight) * 2 - 1;
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hasPointer = true;
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grabTarget = 1;
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});
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const release = () => { grabTarget = 0; };
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window.addEventListener("pointerup", release);
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window.addEventListener("pointercancel", release);
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window.addEventListener("blur", release);
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window.addEventListener("resize", () => {
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renderer.setSize(window.innerWidth, window.innerHeight);
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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api.setSide(side);
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});
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/* ---- 帧循环(由外部 ticker 驱动) ---- */
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const clock = new THREE.Clock();
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function tick() {
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const dt = Math.min(clock.getDelta(), 0.05);
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const t = clock.elapsedTime;
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const k = 1 - Math.pow(0.0014, dt); // 帧率无关的平滑系数
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current.freq = lerp(current.freq, target.freq, k);
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current.amp = lerp(current.amp, target.amp, k);
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current.speed = lerp(current.speed, target.speed, k);
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current.heat = lerp(current.heat, target.heat, k);
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current.scale = lerp(current.scale, target.scale, k);
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current.attract = lerp(current.attract, target.attract, k);
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burst = lerp(burst, 0, 1 - Math.pow(0.25, dt)); // 脉冲衰减
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blobUniforms.uTime.value = reduced ? t * 0.25 : t;
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blobUniforms.uFreq.value = current.freq;
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blobUniforms.uAmp.value = current.amp;
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blobUniforms.uSpeed.value = current.speed;
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blobUniforms.uHeat.value = current.heat;
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particleUniforms.uTime.value = reduced ? t * 0.25 : t;
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particleUniforms.uAttract.value = current.attract;
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particleUniforms.uBurst.value = burst;
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particleUniforms.uHeat.value = current.heat;
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colorA.lerp(targetColorA, k);
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colorB.lerp(targetColorB, k);
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const op = lerp(blobUniforms.uOpacity.value, opacityTarget, k);
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blobUniforms.uOpacity.value = op;
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particleUniforms.uOpacity.value = op;
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const breathe = 1 + Math.sin(t * 1.4) * 0.018;
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group.scale.setScalar(current.scale * breathe);
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dock.lerp(dockTarget, 1 - Math.pow(0.02, dt));
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group.position.set(
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dock.x + pointer.x * 0.14,
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dock.y - pointer.y * 0.1,
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dock.z
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);
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group.rotation.y += dt * 0.12;
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group.rotation.x = pointer.y * 0.08;
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// 鼠标牵引:把指针投影到流体所在深度平面,转到 group 局部空间后平滑跟随
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if (hasPointer && !reduced) {
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mouseRay.set(pointer.x, -pointer.y, 0.5).unproject(camera).sub(camera.position).normalize();
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const planeDist = (group.position.z - camera.position.z) / mouseRay.z;
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mouseLocal.copy(camera.position).addScaledVector(mouseRay, planeDist);
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group.updateMatrixWorld();
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group.worldToLocal(mouseLocal);
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if (!mouseSnapped) {
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particleUniforms.uMouse.value.copy(mouseLocal);
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mouseSnapped = true;
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} else {
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particleUniforms.uMouse.value.lerp(mouseLocal, 1 - Math.pow(0.01, dt));
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}
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particleUniforms.uMouseForce.value = lerp(particleUniforms.uMouseForce.value, 0.85, k);
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// 按压牵引:欠阻尼弹簧积分 —— 按下缓冲吸入,松开过冲散开再归位
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grabVel += (grabTarget - grab) * 26 * dt;
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grabVel *= Math.exp(-3.2 * dt);
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grab += grabVel * dt;
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particleUniforms.uGrab.value = grab;
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}
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renderer.render(scene, camera);
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}
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return { ...api, tick };
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}
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