- Add BaseVisualizer class for shared visualizer logic - Add Helix visualizer (DNA helix with rungs, beat compression/bounce) - Add Tunnel visualizer (ring tunnel with depth parallax) - Refactor SphereVisualizer to extend BaseVisualizer - Add mouse tracking to all visualizers (canvas-relative, centered) - Add visualizer switching via logo click (persisted to localStorage) - Add beat-responsive bouncing and compression effects 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
91 lines
1.8 KiB
JavaScript
91 lines
1.8 KiB
JavaScript
/**
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* Base Visualizer Class
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* Abstract base for all audio visualizers
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*/
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import * as THREE from 'three';
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export class BaseVisualizer {
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constructor(scene) {
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this.scene = scene;
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this.mesh = null;
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this.isVisible = false;
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}
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/**
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* Initialize geometry, materials, and mesh
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* Override in subclasses
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*/
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init() {
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throw new Error('init() must be implemented by subclass');
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}
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/**
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* Update visualizer with audio data
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* @param {Object} bands - { low, mid, high } frequency bands (0-1)
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* @param {number} time - Animation time
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*/
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update(bands, time) {
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throw new Error('update() must be implemented by subclass');
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}
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/**
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* Add visualizer to scene
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*/
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show() {
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if (this.mesh && !this.isVisible) {
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this.scene.add(this.mesh);
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this.isVisible = true;
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}
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}
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/**
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* Remove visualizer from scene
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*/
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hide() {
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if (this.mesh && this.isVisible) {
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this.scene.remove(this.mesh);
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this.isVisible = false;
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}
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}
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/**
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* Cleanup resources
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*/
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dispose() {
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this.hide();
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if (this.mesh) {
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this.mesh.geometry?.dispose();
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if (this.mesh.material) {
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if (Array.isArray(this.mesh.material)) {
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this.mesh.material.forEach(m => m.dispose());
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} else {
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this.mesh.material.dispose();
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}
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}
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}
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}
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/**
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* Helper: Create shader material with common settings
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*/
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createShaderMaterial(vertexShader, fragmentShader, uniforms = {}) {
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return new THREE.ShaderMaterial({
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vertexShader,
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fragmentShader,
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uniforms: {
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uTime: { value: 0 },
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uLow: { value: 0 },
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uMid: { value: 0 },
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uHigh: { value: 0 },
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...uniforms
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},
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transparent: true,
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blending: THREE.AdditiveBlending,
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depthWrite: false
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});
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}
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}
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export default BaseVisualizer;
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