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ConduitGeometry3


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ts
import { AtmosphericComponent, BitmapTexture2D, BlendMode, CameraUtil, Color, ComponentBase, DirectLight, Engine3D, ExtrudeGeometry, HoverCameraController, KelvinUtil, LitMaterial, Material, MeshRenderer, Object3D, Object3DUtil, Scene3D, Time, Vector3, Vector4, View3D } from '@orillusion/core';
import { Stats } from '@orillusion/stats';

// An sample to use ExtrudeGeometry and make uv move animation
class Sample_ConduitGeometry3 {
    scene: Scene3D;
    material: LitMaterial;
    totalTime: number;

    async run() {
        Engine3D.setting.shadow.shadowBound = 50;
        Engine3D.setting.shadow.shadowBias = 0.003;
        await Engine3D.init();

        // init Scene3D
        this.scene = new Scene3D();
        this.scene.exposure = 1;
        this.scene.addComponent(Stats);

        // init sky
        let atmosphericSky: AtmosphericComponent;
        atmosphericSky = this.scene.addComponent(AtmosphericComponent);

        // init Camera3D
        let camera = CameraUtil.createCamera3DObject(this.scene);
        camera.perspective(60, Engine3D.aspect, 1, 5000);

        // init Camera Controller
        let hoverCtrl = camera.object3D.addComponent(HoverCameraController);
        hoverCtrl.setCamera(-30, -15, 50);

        // init View3D
        let view = new View3D();
        view.scene = this.scene;
        view.camera = camera;

        // create direction light
        let lightObj3D = new Object3D();
        lightObj3D.x = 0;
        lightObj3D.y = 30;
        lightObj3D.z = -40;
        lightObj3D.rotationX = 20;
        lightObj3D.rotationY = 160;
        lightObj3D.rotationZ = 0;

        let light = lightObj3D.addComponent(DirectLight);
        light.lightColor = KelvinUtil.color_temperature_to_rgb(5355);
        light.castShadow = true;
        light.intensity = 2;

        this.scene.addChild(light.object3D);

        // relative light to sky
        atmosphericSky.relativeTransform = light.transform;

        Engine3D.startRenderView(view);
        await this.createMaterial();

        this.createConduit();
        this.createFloor();
    }

    createFloor() {
        let object3D = Object3DUtil.GetSingleCube(200, 1, 200, 1, 1, 1);
        this.scene.addChild(object3D);
    }

    async createMaterial() {
        this.material = new LitMaterial();
        this.material.cullMode = 'none';
        this.material.depthCompare = 'always';
        this.material.blendMode = BlendMode.ADD;
        this.material.baseColor = new Color(0, 1, 0.5, 1.0);
        this.material.transparent = true;

        let texture = new BitmapTexture2D();
        texture.addressModeU = 'repeat';
        texture.addressModeV = 'repeat';
        await texture.load('https://cdn.orillusion.com/textures/cell.webp');
        this.material.baseMap = texture;
    }

    private createConduit() {
        let shape = this.getShape();
        let curve = this.getCurve();
        let conduitObject3D = new Object3D();
        this.scene.addChild(conduitObject3D);

        let renderer = conduitObject3D.addComponent(MeshRenderer);
        renderer.material = this.material;
        renderer.geometry = new ExtrudeGeometry().build(shape, false, curve, 0.2);

        let component = conduitObject3D.addComponent(UVMoveComponent);
        component.speed.set(0, -0.4, 4, 0.5);
    }

    private getShape(): Vector3[] {
        let vertexList: Vector3[] = []; //an area
        const vertexCount = 40;
        for (let i = 0; i < vertexCount; i++) {
            let angle = (i * Math.PI * 2) / 23;
            let angle2 = (i * Math.PI * 2) / 50;
            let z2 = Math.sin(angle2) * 8 * (Math.random() * 0.1 + 0.9);
            let vertex = new Vector3(i + this.random(-0.2, 0.2) - vertexCount * 0.5, 0, Math.sin(angle) + this.random(-1, 1));

            vertex.z += z2;

            vertexList.push(vertex);
        }

        return vertexList;
    }

    private random(min: number, max: number): number {
        return Math.random() * (max - min) + min;
    }

    private getCurve(): Vector3[] {
        let vertexList: Vector3[] = [];
        vertexList.push(new Vector3(0, 0, 0));
        vertexList.push(new Vector3(0, 20, 0));
        return vertexList;
    }
}

class UVMoveComponent extends ComponentBase {
    private _material: Material;
    private readonly _speed: Vector4 = new Vector4(0.1, 0.1, 1, 1);

    public get speed(): Vector4 {
        return this._speed;
    }

    public set speed(value: Vector4) {
        this._speed.copyFrom(value);
    }

    start(): void {
        let mr = this.object3D.getComponent(MeshRenderer);
        if (mr) {
            this._material = mr.material;
        }
    }

    onUpdate(): void {
        if (this._material) {
            let value = this._material.getUniformV4(`baseMapOffsetSize`);
            value.x += Time.delta * this._speed.x * 0.001;
            value.y += Time.delta * this._speed.y * 0.001;
            value.z = this._speed.z;
            value.w = this._speed.w;
            this._material.setUniformVector4(`baseMapOffsetSize`, value);
        }
    }
}

new Sample_ConduitGeometry3().run();