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@omnedia/ngx-steel-beams

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An Angular standalone component rendering animated 3D steel beams with a realistic procedural shader effect using Three.js.

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import * as i0 from '@angular/core'; import { signal, PLATFORM_ID, Input, ViewChild, Inject, ChangeDetectionStrategy, Component } from '@angular/core'; import { isPlatformBrowser, CommonModule } from '@angular/common'; import * as THREE from 'three'; class NgxSteelBeamsComponent { platformId; containerRef; set beamWidth(v) { this.beamWidthSignal.set(v); if (this.initialized) { this.setupScene(); } } set beamHeight(v) { this.beamHeightSignal.set(v); if (this.initialized) { this.setupScene(); } } set beamNumber(v) { this.beamNumberSignal.set(v); if (this.initialized) { this.setupScene(); } } set lightColor(v) { this.lightColorSignal.set(v); if (this.initialized) { this.setupScene(); } } set speed(v) { this.speedSignal.set(v); if (this.initialized) { this.setupScene(); } } set noiseIntensity(v) { this.noiseIntensitySignal.set(v); if (this.initialized) { this.setupScene(); } } set scale(v) { this.scaleSignal.set(v); if (this.initialized) { this.setupScene(); } } set rotation(v) { this.rotationSignal.set(v); if (this.initialized) { this.setupScene(); } } beamWidthSignal = signal(3, ...(ngDevMode ? [{ debugName: "beamWidthSignal" }] : [])); beamHeightSignal = signal(20, ...(ngDevMode ? [{ debugName: "beamHeightSignal" }] : [])); beamNumberSignal = signal(6, ...(ngDevMode ? [{ debugName: "beamNumberSignal" }] : [])); lightColorSignal = signal('#ffffff', ...(ngDevMode ? [{ debugName: "lightColorSignal" }] : [])); speedSignal = signal(0.01, ...(ngDevMode ? [{ debugName: "speedSignal" }] : [])); noiseIntensitySignal = signal(1.75, ...(ngDevMode ? [{ debugName: "noiseIntensitySignal" }] : [])); scaleSignal = signal(0.2, ...(ngDevMode ? [{ debugName: "scaleSignal" }] : [])); rotationSignal = signal(45, ...(ngDevMode ? [{ debugName: "rotationSignal" }] : [])); renderer; scene; camera; mesh; material; animationFrameId; intersectionObserver; running = false; initialized = false; isInView = signal(false, ...(ngDevMode ? [{ debugName: "isInView" }] : [])); noiseGLSL = ` float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123); } float noise (in vec2 st) { vec2 i = floor(st); vec2 f = fract(st); float a = random(i); float b = random(i + vec2(1.0, 0.0)); float c = random(i + vec2(0.0, 1.0)); float d = random(i + vec2(1.0, 1.0)); vec2 u = f * f * (3.0 - 2.0 * f); return mix(a, b, u.x) + (c - a)* u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} float cnoise(vec3 P){ vec3 Pi0 = floor(P); vec3 Pi1 = Pi0 + vec3(1.0); Pi0 = mod(Pi0, 289.0); Pi1 = mod(Pi1, 289.0); vec3 Pf0 = fract(P); vec3 Pf1 = Pf0 - vec3(1.0); vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); vec4 iy = vec4(Pi0.yy, Pi1.yy); vec4 iz0 = Pi0.zzzz; vec4 iz1 = Pi1.zzzz; vec4 ixy = permute(permute(ix) + iy); vec4 ixy0 = permute(ixy + iz0); vec4 ixy1 = permute(ixy + iz1); vec4 gx0 = ixy0 / 7.0; vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5; gx0 = fract(gx0); vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); vec4 sz0 = step(gz0, vec4(0.0)); gx0 -= sz0 * (step(0.0, gx0) - 0.5); gy0 -= sz0 * (step(0.0, gy0) - 0.5); vec4 gx1 = ixy1 / 7.0; vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5; gx1 = fract(gx1); vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); vec4 sz1 = step(gz1, vec4(0.0)); gx1 -= sz1 * (step(0.0, gx1) - 0.5); gy1 -= sz1 * (step(0.0, gy1) - 0.5); vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); vec4 norm0 = taylorInvSqrt(vec4(dot(g000,g000),dot(g010,g010),dot(g100,g100),dot(g110,g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; vec4 norm1 = taylorInvSqrt(vec4(dot(g001,g001),dot(g011,g011),dot(g101,g101),dot(g111,g111))); g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w; float n000 = dot(g000, Pf0); float n100 = dot(g100, vec3(Pf1.x,Pf0.yz)); float n010 = dot(g010, vec3(Pf0.x,Pf1.y,Pf0.z)); float n110 = dot(g110, vec3(Pf1.xy,Pf0.z)); float n001 = dot(g001, vec3(Pf0.xy,Pf1.z)); float n101 = dot(g101, vec3(Pf1.x,Pf0.y,Pf1.z)); float n011 = dot(g011, vec3(Pf0.x,Pf1.yz)); float n111 = dot(g111, Pf1); vec3 fade_xyz = fade(Pf0); vec4 n_z = mix(vec4(n000,n100,n010,n110),vec4(n001,n101,n011,n111),fade_xyz.z); vec2 n_yz = mix(n_z.xy,n_z.zw,fade_xyz.y); float n_xyz = mix(n_yz.x,n_yz.y,fade_xyz.x); return 2.2 * n_xyz; } `; constructor(platformId) { this.platformId = platformId; } ngAfterViewInit() { if (!isPlatformBrowser(this.platformId)) return; this.setupScene(); this.observeInView(); } ngOnDestroy() { this.running = false; if (this.animationFrameId) cancelAnimationFrame(this.animationFrameId); if (this.intersectionObserver) this.intersectionObserver.disconnect(); if (this.renderer) { this.containerRef.nativeElement.removeChild(this.renderer.domElement); this.renderer.dispose(); } } observeInView() { this.intersectionObserver = new IntersectionObserver(([entry]) => { const wasInView = this.isInView(); this.isInView.set(entry.isIntersecting); if (!wasInView && this.isInView()) { this.running = true; this.animate(); } if (wasInView && !this.isInView()) { this.running = false; } }); this.intersectionObserver.observe(this.containerRef.nativeElement); } setupScene() { if (this.renderer) { this.containerRef.nativeElement.removeChild(this.renderer.domElement); this.renderer.dispose(); } this.renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true }); this.renderer.setClearColor(0x000000, 0); this.containerRef.nativeElement.appendChild(this.renderer.domElement); const width = this.containerRef.nativeElement.clientWidth; const height = this.containerRef.nativeElement.clientHeight; this.camera = new THREE.PerspectiveCamera(30, width / height, 0.1, 100); this.camera.position.set(0, 0, 20); this.scene = new THREE.Scene(); const beamWidth = this.beamWidthSignal(); const beamHeight = this.beamHeightSignal(); const beamNumber = this.beamNumberSignal(); const speed = this.speedSignal(); const noiseIntensity = this.noiseIntensitySignal(); const scale = this.scaleSignal(); const rotation = this.rotationSignal(); const geometry = this.createStackedPlanesBufferGeometry(beamNumber, beamWidth, beamHeight, 0, 100); this.material = this.extendMaterial(THREE.MeshStandardMaterial, { header: ` varying vec3 vEye; varying float vNoise; varying vec2 vUv; varying vec3 vPosition; uniform float time; uniform float uSpeed; uniform float uNoiseIntensity; uniform float uScale; ${this.noiseGLSL}`, vertexHeader: ` float getPos(vec3 pos) { vec3 noisePos = vec3(pos.x * 0., pos.y - uv.y, pos.z + time * uSpeed * 3.) * uScale; return cnoise(noisePos); } vec3 getCurrentPos(vec3 pos) { vec3 newpos = pos; newpos.z += getPos(pos); return newpos; } vec3 getNormal(vec3 pos) { vec3 curpos = getCurrentPos(pos); vec3 nextposX = getCurrentPos(pos + vec3(0.01, 0.0, 0.0)); vec3 nextposZ = getCurrentPos(pos + vec3(0.0, -0.01, 0.0)); vec3 tangentX = normalize(nextposX - curpos); vec3 tangentZ = normalize(nextposZ - curpos); return normalize(cross(tangentZ, tangentX)); }`, fragmentHeader: "", vertex: { "#include <begin_vertex>": `transformed.z += getPos(transformed.xyz);`, "#include <beginnormal_vertex>": `objectNormal = getNormal(position.xyz);`, }, fragment: { "#include <dithering_fragment>": ` float randomNoise = noise(gl_FragCoord.xy); gl_FragColor.rgb -= randomNoise / 15. * uNoiseIntensity;`, }, material: { fog: true }, uniforms: { diffuse: new THREE.Color(...this.hexToNormalizedRGB("#000000")), time: { shared: true, mixed: true, linked: true, value: 0 }, roughness: 0.3, metalness: 0.3, uSpeed: { shared: true, mixed: true, linked: true, value: speed }, envMapIntensity: 10, uNoiseIntensity: noiseIntensity, uScale: scale, }, }); this.mesh = new THREE.Mesh(geometry, this.material); this.scene.add(this.mesh); const dirLight = new THREE.DirectionalLight(this.lightColorSignal(), 1); dirLight.position.set(0, 3, 10); dirLight.castShadow = false; this.scene.add(dirLight); const ambient = new THREE.AmbientLight(0xffffff, 1); this.scene.add(ambient); this.mesh.rotation.z = THREE.MathUtils.degToRad(rotation); this.renderer.setSize(width, height, false); this.camera.aspect = width / height; this.camera.updateProjectionMatrix(); this.initialized = true; this.running = true; this.animate(); } animate = () => { if (!this.running) return; if (this.material && this.material.uniforms && this.material.uniforms['time']) { this.material.uniforms['time'].value += 0.1; } this.renderer?.render(this.scene, this.camera); this.animationFrameId = requestAnimationFrame(this.animate); }; extendMaterial(BaseMaterial, cfg) { const physical = THREE.ShaderLib.physical; const { vertexShader: baseVert, fragmentShader: baseFrag, uniforms: baseUniforms } = physical; const baseDefines = 'defines' in physical ? physical.defines : {}; const uniforms = THREE.UniformsUtils.clone(baseUniforms); const defaults = new BaseMaterial(cfg.material || {}); if (defaults.color) uniforms['diffuse'].value = defaults.color; if ('roughness' in defaults) uniforms['roughness'].value = defaults.roughness; if ('metalness' in defaults) uniforms['metalness'].value = defaults.metalness; if ('envMap' in defaults) uniforms['envMap'].value = defaults.envMap; if ('envMapIntensity' in defaults) uniforms['envMapIntensity'].value = defaults.envMapIntensity; Object.entries(cfg.uniforms ?? {}).forEach(([key, u]) => { uniforms[key] = u !== null && typeof u === 'object' && 'value' in u ? (u) : ({ value: u }); }); let vert = `${cfg.header}\n${cfg.vertexHeader ?? ""}\n${baseVert}`; let frag = `${cfg.header}\n${cfg.fragmentHeader ?? ""}\n${baseFrag}`; for (const [inc, code] of Object.entries(cfg.vertex ?? {})) { vert = vert.replace(inc, `${inc}\n${code}`); } for (const [inc, code] of Object.entries(cfg.fragment ?? {})) { frag = frag.replace(inc, `${inc}\n${code}`); } return new THREE.ShaderMaterial({ defines: { ...baseDefines }, uniforms, vertexShader: vert, fragmentShader: frag, lights: true, fog: !!cfg.material?.fog, }); } hexToNormalizedRGB(hex) { const clean = hex.replace('#', ''); return [ parseInt(clean.substring(0, 2), 16) / 255, parseInt(clean.substring(2, 4), 16) / 255, parseInt(clean.substring(4, 6), 16) / 255 ]; } createStackedPlanesBufferGeometry(n, width, height, spacing, heightSegments) { const geometry = new THREE.BufferGeometry(); const numVertices = n * (heightSegments + 1) * 2; const numFaces = n * heightSegments * 2; const positions = new Float32Array(numVertices * 3); const indices = new Uint32Array(numFaces * 3); const uvs = new Float32Array(numVertices * 2); let vertexOffset = 0; let indexOffset = 0; let uvOffset = 0; const totalWidth = n * width + (n - 1) * spacing; const xOffsetBase = -totalWidth / 2; for (let i = 0; i < n; i++) { const xOffset = xOffsetBase + i * (width + spacing); const uvXOffset = Math.random() * 300; const uvYOffset = Math.random() * 300; for (let j = 0; j <= heightSegments; j++) { const y = height * (j / heightSegments - 0.5); const v0 = [xOffset, y, 0]; const v1 = [xOffset + width, y, 0]; positions.set([...v0, ...v1], vertexOffset * 3); const uvY = j / heightSegments; uvs.set([uvXOffset, uvY + uvYOffset, uvXOffset + 1, uvY + uvYOffset], uvOffset); if (j < heightSegments) { const b = vertexOffset + 1; const c = vertexOffset + 2; const d = vertexOffset + 3; indices.set([vertexOffset, b, c, c, b, d], indexOffset); indexOffset += 6; } vertexOffset += 2; uvOffset += 4; } } geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3)); geometry.setAttribute("uv", new THREE.BufferAttribute(uvs, 2)); geometry.setIndex(new THREE.BufferAttribute(indices, 1)); geometry.computeVertexNormals(); return geometry; } static ɵfac = i0.ɵɵngDeclareFactory({ minVersion: "12.0.0", version: "21.0.0", ngImport: i0, type: NgxSteelBeamsComponent, deps: [{ token: PLATFORM_ID }], target: i0.ɵɵFactoryTarget.Component }); static ɵcmp = i0.ɵɵngDeclareComponent({ minVersion: "14.0.0", version: "21.0.0", type: NgxSteelBeamsComponent, isStandalone: true, selector: "om-steel-beams", inputs: { beamWidth: "beamWidth", beamHeight: "beamHeight", beamNumber: "beamNumber", lightColor: "lightColor", speed: "speed", noiseIntensity: "noiseIntensity", scale: "scale", rotation: "rotation" }, viewQueries: [{ propertyName: "containerRef", first: true, predicate: ["OmSteelBeams"], descendants: true }], ngImport: i0, template: "<div #OmSteelBeams class=\"om-steel-beams\"></div>\r\n", styles: [".om-steel-beams{position:relative;width:100%;height:100%;background:#000}\n"], dependencies: [{ kind: "ngmodule", type: CommonModule }], changeDetection: i0.ChangeDetectionStrategy.OnPush }); } i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "21.0.0", ngImport: i0, type: NgxSteelBeamsComponent, decorators: [{ type: Component, args: [{ selector: 'om-steel-beams', standalone: true, imports: [CommonModule], changeDetection: ChangeDetectionStrategy.OnPush, template: "<div #OmSteelBeams class=\"om-steel-beams\"></div>\r\n", styles: [".om-steel-beams{position:relative;width:100%;height:100%;background:#000}\n"] }] }], ctorParameters: () => [{ type: Object, decorators: [{ type: Inject, args: [PLATFORM_ID] }] }], propDecorators: { containerRef: [{ type: ViewChild, args: ['OmSteelBeams'] }], beamWidth: [{ type: Input }], beamHeight: [{ type: Input }], beamNumber: [{ type: Input }], lightColor: [{ type: Input }], speed: [{ type: Input }], noiseIntensity: [{ type: Input }], scale: [{ type: Input }], rotation: [{ type: Input }] } }); /* * Public API Surface of ngx-steel-beams */ /** * Generated bundle index. Do not edit. */ export { NgxSteelBeamsComponent }; //# sourceMappingURL=omnedia-ngx-steel-beams.mjs.map