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https://github.com/ad044/lainTSX.git
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procedurally generated ring mostly done, needs radius tweaked
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5f473325fc
commit
01db296737
5 changed files with 75 additions and 69 deletions
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@ -15,12 +15,12 @@ const GrayRing = memo((props: GrayRingProps) => {
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const lifeTex = useLoader(THREE.TextureLoader, lifeTexture);
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const uniforms = useMemo(
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() => ({
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lof: { type: "t", value: lofTex },
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hole: { type: "t", value: holeTex },
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life: { type: "t", value: lifeTex },
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}),
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[lofTex, holeTex, lifeTex]
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() => ({
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lof: { type: "t", value: lofTex },
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hole: { type: "t", value: holeTex },
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life: { type: "t", value: lifeTex },
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}),
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[lofTex, holeTex, lifeTex]
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);
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const vertexShader = `
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@ -34,12 +34,13 @@ const GrayRing = memo((props: GrayRingProps) => {
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}
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`;
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const fragmentShader = `
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varying vec2 vUv;
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uniform sampler2D lof;
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uniform sampler2D hole;
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uniform sampler2D life;
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// transform coordinates to uniform within segment
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float tolocal(float x, int segments, float step) {
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float period = 1.0/step*float(segments);
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@ -50,12 +51,12 @@ const GrayRing = memo((props: GrayRingProps) => {
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bool isheight(float y, float thin) {
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return y > 0.5-thin/2.0 && y < 0.5+thin/2.0;
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}
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// sloping function
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float slope(float x, float thin) {
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return x*(1.0-thin)/2.0;
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}
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// frag color / texture
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// #424252 hex in original textures
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vec4 color(vec2 vUv, int quadnum, bool textureexists, int thinperiod, int quadlen, float step) {
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@ -63,16 +64,19 @@ const GrayRing = memo((props: GrayRingProps) => {
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return vec4(0.259,0.259,0.322, 1);
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} else if (quadnum % 2 == 1) {
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return texture2D(hole, vec2(tolocal(vUv.x, quadlen-thinperiod, step), vUv.y));
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// return vec4(tolocal(vUv.x, quadlen-thinperiod, step), 0, 0, 1);
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} else if (quadnum == 0) {
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return texture2D(lof, vec2(tolocal(vUv.x, quadlen-thinperiod, step), vUv.y));
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} else {
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return texture2D(life, vec2(tolocal(vUv.x, quadlen-thinperiod, step), vUv.y));
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}
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}
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void main() {
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// number of segments
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float step = 64.0;
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// thin line height
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float thin = 0.3;
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// segment within circle
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@ -87,7 +91,7 @@ const GrayRing = memo((props: GrayRingProps) => {
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int quadnum = int(segment) / quadlen;
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// how big thin part is
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int thinperiod = 12;
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int thinperiod = 8;
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if (quadel < thinperiod && isheight(vUv.y, thin)) {
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// thin line
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@ -117,15 +121,16 @@ const GrayRing = memo((props: GrayRingProps) => {
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}
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`;
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return (
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<mesh
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position={[0, props.grayRingPosY, 0]}
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rotation={[0, 3.7, 0]}
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rotation={[0, 3.95, 0]}
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renderOrder={1}
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scale={[5, 2.5, 5]}
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scale={[25,25,25]}
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>
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<cylinderBufferGeometry
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args={[0.25, 0.25, 0.027, 64, 64, true]}
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args={[0.05, 0.05, 0.003, 64, 64, true]}
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attach="geometry"
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/>
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<shaderMaterial
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@ -14,28 +14,28 @@ const Hub = memo(() => {
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<Suspense fallback={<>loading...</>}>
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{/* average distance between rings from my CALCULATIONS is 1.87 in our case */}
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<PurpleRing purpleRingPosY={2.27} />
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<GrayRing grayRingPosY={1.6} />
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<GrayRing grayRingPosY={1.59} />
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<PurpleRing purpleRingPosY={0.4} />
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<GrayRing grayRingPosY={-0.27} />
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{/*{Object.values(level_sprites).map((sprite) => {*/}
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{/* return (*/}
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{/* <LevelSprite*/}
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{/* position={sprite.position as [number, number, number]}*/}
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{/* scale={sprite.scale as [number, number, number]}*/}
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{/* rotation={*/}
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{/* sprite.rotation as [*/}
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{/* number,*/}
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{/* number,*/}
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{/* number,*/}
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{/* (string | undefined)?*/}
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{/* ]*/}
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{/* }*/}
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{/* sprite={sprite.sprite}*/}
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{/* key={sprite.id}*/}
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{/* active={sprite.id === currentSprite}*/}
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{/* />*/}
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{/* );*/}
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{/*})}*/}
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<GrayRing grayRingPosY={-0.28} />
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{Object.values(level_sprites).map((sprite) => {
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return (
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<LevelSprite
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position={sprite.position as [number, number, number]}
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scale={sprite.scale as [number, number, number]}
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rotation={
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sprite.rotation as [
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number,
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number,
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number,
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(string | undefined)?
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]
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}
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sprite={sprite.sprite}
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key={sprite.id}
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active={sprite.id === currentSprite}
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/>
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);
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})}
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</Suspense>
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</>
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);
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@ -1,12 +1,13 @@
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import { atom } from "recoil";
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export const camPosYAtom = atom({
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key: "camPosYAtom",
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default: 0,
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key: "camPosYAtom",
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// default: -1.87,
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default: 0,
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});
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export const camRotYAtom = atom({
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key: "camRotYAtom",
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default: 0,
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key: "camRotYAtom",
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// default: 0.45,
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default: 0,
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});
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@ -5,44 +5,44 @@ import * as THREE from "three";
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import { GLTF, GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader";
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type PurpleRingProps = {
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purpleRingPosY: number;
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purpleRingPosY: number;
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};
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type GLTFResult = GLTF & {
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nodes: {
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Circle002: THREE.Mesh;
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};
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materials: {};
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nodes: {
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Circle002: THREE.Mesh;
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};
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materials: {};
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};
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const PurpleRing = memo((props: PurpleRingProps) => {
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const purpleRingRef = useRef<THREE.Object3D>();
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const purpleRingRef = useRef<THREE.Object3D>();
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const { nodes } = useLoader<GLTFResult>(
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GLTFLoader,
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"/models/ring1.glb",
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draco("/draco-gltf/")
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);
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const { nodes } = useLoader<GLTFResult>(
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GLTFLoader,
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"/models/ring1.glb",
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draco("/draco-gltf/")
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);
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useFrame(() => {
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purpleRingRef.current!.rotation.y += 0.01;
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});
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useFrame(() => {
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purpleRingRef.current!.rotation.y += 0.01;
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});
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return (
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<group
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position={[0, props.purpleRingPosY, 0]}
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scale={[1.3, 1.3, 1.3]}
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ref={purpleRingRef}
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>
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<mesh geometry={nodes.Circle002.geometry} rotation={[0, Math.PI / 4, 0]}>
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<meshStandardMaterial
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attach="material"
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color={0x281f47}
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side={THREE.DoubleSide}
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/>
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</mesh>
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</group>
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);
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return (
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<group
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position={[0, props.purpleRingPosY, 0]}
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scale={[1.3, 1.3, 1.3]}
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ref={purpleRingRef}
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>
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<mesh geometry={nodes.Circle002.geometry} rotation={[0, Math.PI / 4, 0]}>
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<meshStandardMaterial
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attach="material"
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color={0x281f47}
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side={THREE.DoubleSide}
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/>
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</mesh>
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</group>
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);
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});
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export default PurpleRing;
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