chore: import upstream snapshot with attribution
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This commit is contained in:
wehub-resource-sync
2026-07-13 12:58:35 +08:00
commit 85453da49f
4031 changed files with 710987 additions and 0 deletions
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<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
<title>chunk-boundary: Three.js</title>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/3.12.2/gsap.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.min.js"></script>
<style>
body,
html {
margin: 0;
padding: 0;
width: 320px;
height: 180px;
background: #0f172a;
overflow: hidden;
}
#main-comp {
position: relative;
width: 320px;
height: 180px;
}
canvas {
display: block;
width: 320px;
height: 180px;
}
</style>
</head>
<body>
<div
id="main-comp"
data-composition-id="main-comp"
data-width="320"
data-height="180"
data-start="0"
data-duration="2"
></div>
<script>
// Minimal Three.js scene driven by window.__hfThreeTime. The runtime
// sets this per frame; the render loop reads it and derives all
// rotation/position from time-in-seconds so output is fully
// determined by the seek position.
const canvas = document.createElement("canvas");
canvas.width = 320;
canvas.height = 180;
document.getElementById("main-comp").appendChild(canvas);
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x0f172a);
const camera = new THREE.PerspectiveCamera(45, 320 / 180, 0.1, 50);
camera.position.set(0, 0, 4);
const renderer = new THREE.WebGLRenderer({ canvas: canvas, antialias: true });
renderer.setSize(320, 180, false);
const geo = new THREE.BoxGeometry(1, 1, 1);
const mat = new THREE.MeshStandardMaterial({ color: 0xa855f7 });
const cube = new THREE.Mesh(geo, mat);
scene.add(cube);
scene.add(new THREE.AmbientLight(0xffffff, 0.4));
const light = new THREE.DirectionalLight(0xffffff, 0.7);
light.position.set(2, 2, 3);
scene.add(light);
window.__hfThreeTime = 0;
function renderFrame() {
const t = window.__hfThreeTime || 0;
cube.rotation.x = t * Math.PI;
cube.rotation.y = t * Math.PI * 0.5;
renderer.render(scene, camera);
}
// Listen for the runtime's `hf-seek` event in case the engine pushes
// a seek before our render loop polls __hfThreeTime.
window.addEventListener("hf-seek", (e) => {
if (e && e.detail && typeof e.detail.time === "number") {
window.__hfThreeTime = e.detail.time;
}
renderFrame();
});
renderFrame();
const dur = gsap.timeline({ paused: true });
window.__timelines = window.__timelines || {};
window.__timelines["main-comp"] = dur;
dur.to({}, { duration: 2, onUpdate: renderFrame }, 0);
</script>
</body>
</html>