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@wolffo/three-fire

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Modern TypeScript volumetric fire effect for Three.js and React Three Fiber

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import { Mesh, ShaderMaterial, Texture, Color } from 'three'; import { FireShaderUniforms } from './FireShader'; /** * Properties for creating a Fire instance */ export interface FireProps { /** Fire texture (grayscale mask defining fire shape) */ fireTex: Texture; /** Fire color tint (default: 0xeeeeee) */ color?: Color | string | number; /** Ray marching iterations - higher = better quality, lower performance (default: 20) */ iterations?: number; /** Noise octaves for turbulence (default: 3) */ octaves?: number; /** Noise scaling parameters [x, y, z, time] (default: [1, 2, 1, 0.3]) */ noiseScale?: [number, number, number, number]; /** Fire shape intensity (default: 1.3) */ magnitude?: number; /** Noise lacunarity - frequency multiplier (default: 2.0) */ lacunarity?: number; /** Noise gain - amplitude multiplier (default: 0.5) */ gain?: number; } /** * Volumetric fire effect using ray marching shaders * * Creates a procedural fire effect that renders as a translucent volume. * The fire shape is defined by a grayscale texture, with white areas being * the most dense part of the fire. * * @example * ```ts * const texture = textureLoader.load('fire.png') * const fire = new Fire({ * fireTex: texture, * color: 0xff4400, * magnitude: 1.5 * }) * scene.add(fire) * * // In animation loop * fire.update(time) * ``` */ export declare class Fire extends Mesh { material: ShaderMaterial & { uniforms: FireShaderUniforms; }; private _time; /** * Creates a new Fire instance * * @param props - Configuration options for the fire effect */ constructor({ fireTex, color, iterations, octaves, noiseScale, magnitude, lacunarity, gain, }: FireProps); /** * Updates the fire animation and matrix uniforms * * Call this method in your animation loop to animate the fire effect. * * @param time - Current time in seconds (optional) * * @example * ```ts * function animate() { * fire.update(performance.now() / 1000) * renderer.render(scene, camera) * requestAnimationFrame(animate) * } * ``` */ update(time?: number): void; /** * Current animation time in seconds */ get time(): number; set time(value: number); /** * Fire color tint * * @example * ```ts * fire.fireColor = 'orange' * fire.fireColor = 0xff4400 * fire.fireColor = new Color(1, 0.5, 0) * ``` */ get fireColor(): Color; set fireColor(color: Color | string | number); /** * Fire shape intensity * * Higher values create more dramatic fire shapes. * Range: 0.5 - 3.0, Default: 1.3 */ get magnitude(): number; set magnitude(value: number); /** * Noise lacunarity (frequency multiplier) * * Controls how much the frequency increases for each noise octave. * Range: 1.0 - 4.0, Default: 2.0 */ get lacunarity(): number; set lacunarity(value: number); /** * Noise gain (amplitude multiplier) * * Controls how much the amplitude decreases for each noise octave. * Range: 0.1 - 1.0, Default: 0.5 */ get gain(): number; set gain(value: number); } //# sourceMappingURL=Fire.d.ts.map