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132 lines
5.1 KiB
Markdown
132 lines
5.1 KiB
Markdown
---
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name: hyperframes-three
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description: Three.js and WebGL adapter patterns for HyperFrames. Use when creating deterministic Three.js scenes, WebGL canvas layers, AnimationMixer timelines, camera motion, shader-driven visuals, or canvas renders that respond to HyperFrames hf-seek events.
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---
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# Three.js for HyperFrames
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HyperFrames supports Three.js through its `three` runtime adapter. The adapter does not own your scene. It publishes HyperFrames time and dispatches a seek event so your composition can render the exact frame.
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## Contract
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- Create the scene, camera, renderer, materials, and assets synchronously when possible.
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- Render from HyperFrames time, not wall-clock time.
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- Listen for the `hf-seek` event and render exactly that time.
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- Load models, textures, and HDRIs before render-critical seeking. Do not fetch them at seek time.
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- Avoid `requestAnimationFrame` or `renderer.setAnimationLoop` as the source of truth for render-critical motion.
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- **Always set `data-duration="<seconds>"` on the root `[data-composition-id]` element.** Unlike CSS/WAAPI/Lottie, the `three` adapter has no duration auto-inference — it only forwards time via `hf-seek`/`__hfThreeTime`, it doesn't inspect your scene for an `AnimationClip`/`AnimationMixer` length. Without `data-duration` (and no GSAP timeline), the render engine has no way to know how long to capture and fails with "Composition has zero duration". `npx hyperframes lint` errors on this (`root_composition_missing_duration_source`).
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The adapter sets `window.__hfThreeTime` and dispatches `new CustomEvent("hf-seek", { detail: { time } })` on each seek.
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## Basic Pattern
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```html
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<canvas id="three-layer"></canvas>
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<script type="module">
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import * as THREE from "https://cdn.jsdelivr.net/npm/three@0.181.2/+esm";
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const canvas = document.getElementById("three-layer");
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const renderer = new THREE.WebGLRenderer({ canvas, alpha: true, antialias: true });
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// Match these to your composition's frame size.
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renderer.setSize(1920, 1080, false);
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renderer.setPixelRatio(1);
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(35, 1920 / 1080, 0.1, 100);
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camera.position.set(0, 0, 6);
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const mesh = new THREE.Mesh(
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new THREE.IcosahedronGeometry(1.4, 4),
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new THREE.MeshStandardMaterial({ color: 0x64d2ff, roughness: 0.38 }),
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);
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scene.add(mesh);
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scene.add(new THREE.HemisphereLight(0xffffff, 0x223344, 2));
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function renderAt(time) {
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mesh.rotation.y = time * 0.7;
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mesh.rotation.x = Math.sin(time * 0.6) * 0.16;
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renderer.render(scene, camera);
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}
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window.addEventListener("hf-seek", (event) => {
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renderAt(event.detail.time);
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});
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renderAt(window.__hfThreeTime || 0);
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</script>
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```
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```css
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#three-layer {
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width: 100%;
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height: 100%;
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display: block;
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}
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```
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## Loading Addons (`GLTFLoader`, `OrbitControls`, etc.)
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For anything under `three/addons/`, use an importmap so bare specifiers resolve. The HyperFrames lint recognizes both this form and the inline `+esm` import above — pick whichever your composition needs.
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```html
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<script type="importmap">
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{
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"imports": {
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"three": "https://cdn.jsdelivr.net/npm/three@0.181.2/build/three.module.js",
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"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.181.2/examples/jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from "three";
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import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
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import { OrbitControls } from "three/addons/controls/OrbitControls.js";
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// ...
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</script>
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```
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Pin the `three` version in both entries to the same value. Mixing versions across the map and bare imports causes silent breakage.
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## AnimationMixer Pattern
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For GLTF or authored clip animation, seek the mixer directly:
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```js
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function renderAt(time) {
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mixer.setTime(time);
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renderer.render(scene, camera);
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}
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```
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If several mixers exist, seek all of them from the same `time`.
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## Good Uses
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- Deterministic 3D objects, product spins, particles with seeded data, and shader plates.
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- Camera moves derived from `time`.
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- GLTF animation clips when assets are local and loaded before validation completes.
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## Avoid
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- Using `Date.now()`, `performance.now()`, or clock deltas to update scene state.
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- Leaving render-critical work inside a free-running animation loop.
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- Loading remote models or textures at render time.
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- Device-pixel-ratio dependent output. Pin renderer size and pixel ratio for video renders.
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- Post-processing passes that depend on previous frame history unless you can reconstruct state from time.
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## Validation
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After editing a Three.js composition:
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```bash
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npx hyperframes lint
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npx hyperframes check
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```
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## Credits And References
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- HyperFrames adapter source: `packages/core/src/runtime/adapters/three.ts`.
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- Why `data-duration` is required here specifically (no auto-inference for this adapter): `packages/core/src/runtime/init.ts` (`resolveAdapterDurationFloorSeconds`) and the CSS/WAAPI/Lottie adapters' `getInferredDurationSeconds`, which the `three` adapter deliberately does not implement.
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- Three.js `WebGLRenderer` docs: https://threejs.org/docs/pages/WebGLRenderer.html
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- Three.js `AnimationMixer.setTime()` docs: https://threejs.org/docs/pages/AnimationMixer.html
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