@omnedia/ngx-steel-beams
Version:
An Angular standalone component rendering animated 3D steel beams with a realistic procedural shader effect using Three.js.
408 lines (403 loc) • 16.9 kB
JavaScript
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