import { toRef, watch } from 'vue'; export function setFromProp(o, prop) { if (prop instanceof Object) { Object.entries(prop).forEach(([key, value]) => { o[key] = value; }); } }; export function bindProp(src, srcProp, dst, dstProp) { if (!dstProp) dstProp = srcProp; const ref = toRef(src, srcProp); if (ref.value instanceof Object) { setFromProp(dst[dstProp], ref.value); watch(ref, (value) => { setFromProp(dst[dstProp], value); }, { deep: true }); } else { if (ref.value) dst[dstProp] = src[srcProp]; watch(ref, (value) => { dst[dstProp] = value; }); } }; export function propsValues(props, exclude) { const values = {}; Object.entries(props).forEach(([key, value]) => { if (!exclude || (exclude && !exclude.includes(key))) { values[key] = value; } }); return values; }; export function lerp(value1, value2, amount) { amount = amount < 0 ? 0 : amount; amount = amount > 1 ? 1 : amount; return value1 + (value2 - value1) * amount; }; export function lerpv2(v1, v2, amount) { v1.x = lerp(v1.x, v2.x, amount); v1.y = lerp(v1.y, v2.y, amount); }; export function lerpv3(v1, v2, amount) { v1.x = lerp(v1.x, v2.x, amount); v1.y = lerp(v1.y, v2.y, amount); v1.z = lerp(v1.z, v2.z, amount); }; export function limit(val, min, max) { return val < min ? min : (val > max ? max : val); }; // from https://github.com/pmndrs/drei/blob/master/src/useMatcapTexture.tsx const MATCAP_ROOT = 'https://rawcdn.githack.com/emmelleppi/matcaps/9b36ccaaf0a24881a39062d05566c9e92be4aa0d'; export function getMatcapUrl(hash, format = 1024) { const fileName = `${hash}${getMatcapFormatString(format)}.png`; return `${MATCAP_ROOT}/${format}/${fileName}`; }; function getMatcapFormatString(format) { switch (format) { case 64: return '-64px'; case 128: return '-128px'; case 256: return '-256px'; case 512: return '-512px'; default: return ''; } } // shader defaults export const defaultVertexShader = ` varying vec2 vUv; void main(){ vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0); }`; export const defaultFragmentShader = ` varying vec2 vUv; void main() { gl_FragColor = vec4(vUv.x, vUv.y, 0., 1.0); }`;