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add atmosphere

This commit is contained in:
2025-11-20 19:39:03 +09:00
parent 8dddebec16
commit bc8ece5c63
78 changed files with 6306 additions and 410 deletions

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## three-geospatial Clouds 3D Tiles Renderer Integration Example
```sh
$ git clone https://github.com/takram-design-engineering/three-geospatial
$ cd three-geospatial
$ echo STORYBOOK_GOOGLE_MAP_API_KEY=xxx >> .env
$ pnpm nx storybook
```
`clouds-3d-tiles-renderer-integration--tokyo`
[http://localhost:4400/?path=/story/clouds-3d-tiles-renderer-integration--tokyo](http://localhost:4400/?path=/story/clouds-3d-tiles-renderer-integration--tokyo)
![](./img/api.png)

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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<meta name="referrer" content="strict-origin-when-cross-origin" />
<title>VRM Animation Preview</title>
<style>
html, body, #root { width: 100%; height: 100%; margin: 0; padding: 0; overflow: hidden; }
</style>
</head>
<body>
<div id="root"></div>
<script type="module" src="/src/main.jsx"></script>
</body>
</html>

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{
"name": "react-vrm-atmosphere",
"version": "1.0.0",
"type": "module",
"scripts": {
"dev": "vite",
"build": "vite build",
"preview": "vite preview"
},
"dependencies": {
"@pixiv/three-vrm": "^3.4.4",
"@pixiv/three-vrm-animation": "^3.4.4",
"@react-three/drei": "^10.7.7",
"@react-three/fiber": "^9.4.0",
"@react-three/postprocessing": "^3.0.4",
"@takram/three-atmosphere": "^0.15.1",
"@takram/three-clouds": "^0.5.2",
"3d-tiles-renderer": "^0.4.18",
"react": "^19.0.0-rc.1",
"react-dom": "^19.0.0-rc.1",
"three": "^0.181.2"
},
"devDependencies": {
"@vitejs/plugin-react": "^4.2.1",
"vite": "^5.1.0"
}
}

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vrm.syui.ai

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import React, { useEffect, useRef, Suspense, useState } from 'react';
import { Canvas, useFrame, useLoader, useThree } from '@react-three/fiber';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader';
import { VRMLoaderPlugin, VRMUtils } from '@pixiv/three-vrm';
import { createVRMAnimationClip, VRMAnimationLoaderPlugin } from '@pixiv/three-vrm-animation';
import { AnimationMixer, Vector3, MathUtils, Quaternion, Euler } from 'three';
import { OrbitControls, PerspectiveCamera } from '@react-three/drei';
import { EffectComposer, ToneMapping } from '@react-three/postprocessing';
import { ToneMappingMode } from 'postprocessing';
import * as THREE from 'three';
// Takram Libraries
import { AerialPerspective, Atmosphere } from '@takram/three-atmosphere/r3f';
import { Clouds, CloudLayer } from '@takram/three-clouds/r3f';
import { Geodetic, PointOfView, radians } from '@takram/three-geospatial';
// 3D Tiles Renderer
import { TilesPlugin, TilesRenderer } from '3d-tiles-renderer/r3f';
import {
GLTFExtensionsPlugin,
GoogleCloudAuthPlugin,
TileCompressionPlugin,
TilesFadePlugin,
UpdateOnChangePlugin,
} from '3d-tiles-renderer/plugins';
import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader';
const BASE_URL = import.meta.env.BASE_URL;
const VRM_URL = `${BASE_URL}ai.vrm`;
const VRMA_URL = `${BASE_URL}fly_sky.vrma`;
const EARTH_RADIUS = 6378137;
const WEATHER_INTERVAL = 5 * 60 * 1000;
const TIME_SCALE = 100;
const INITIAL_DATE = new Date('2024-06-21T12:00:00');
// --- Weather Presets (天候設定) ---
const WEATHER_PRESETS = [
{
name: 'Clear (快晴)',
coverage: 0.1,
layers: [
{ channel: 'r', altitude: 1500, height: 500, densityScale: 0.0 },
{ channel: 'g', altitude: 2500, height: 800, densityScale: 0.0 },
{ channel: 'b', altitude: 7500, height: 500, densityScale: 0.1 },
]
},
{
name: 'Sunny (晴れ)',
coverage: 0.4,
layers: [
{ channel: 'r', altitude: 1500, height: 500, densityScale: 0.4 },
{ channel: 'g', altitude: 2500, height: 800, densityScale: 0.0 },
{ channel: 'b', altitude: 7500, height: 500, densityScale: 0.2 },
]
},
{
name: 'Cloudy (曇り)',
coverage: 0.75,
layers: [
{ channel: 'r', altitude: 1500, height: 500, densityScale: 0.6 },
{ channel: 'g', altitude: 2000, height: 1000, densityScale: 0.5 },
{ channel: 'b', altitude: 7500, height: 500, densityScale: 0.0 },
]
}
];
const LOCATIONS = [
{ name: 'Tokyo', longitude: 139.7671, latitude: 35.6812, heading: 180, pitch: -5, distance: 1100 },
{ name: 'Fuji', longitude: 138.7278, latitude: 35.3206, heading: 0, pitch: -10, distance: 4000 },
{ name: 'Space', longitude: 139.7671, latitude: 35.6812, heading: 0, pitch: -90, distance: 100000 },
];
// --- Shared State for Synchronization ---
// 複数のCanvas間で状態を共有するための簡易ストア
const worldState = {
// 世界座標 (Atmosphere内での位置 - ECEF)
position: new Vector3(0, EARTH_RADIUS + 100000, 0),
// ローカル回転 (AvatarLayerでの回転 - Y-up)
// Note: This is treated as the "Local" quaternion.
quaternion: new Quaternion(),
// 移動速度 (m/s)
speed: 1000.0,
};
// Helper: Calculate Basis Rotation (Alignment to Surface Normal)
function getSurfaceBasis(position) {
if (!position) return new Quaternion();
// Debug Geodetic API
if (!window.geodeticLogged) {
console.log('Geodetic prototype:', Geodetic.prototype);
window.geodeticLogged = true;
}
const up = position.clone().normalize();
if (up.lengthSq() < 0.1) return new Quaternion(); // Safety check
const basis = new Quaternion().setFromUnitVectors(new Vector3(0, 1, 0), up);
return basis;
}
// Helper: Calculate Ellipsoid Radius at current position (WGS84)
function getEllipsoidRadius(position) {
const a = 6378137.0;
const b = 6356752.314245;
const r = position.length();
if (r < 100) return a; // Fallback
// Assuming Z is North in ECEF (Standard)
const z = position.z;
const sinPhi = z / r;
const cosPhi = Math.sqrt(1 - sinPhi * sinPhi);
const aCos = a * cosPhi;
const bSin = b * sinPhi;
const num = (a * aCos) * (a * aCos) + (b * bSin) * (b * bSin);
const den = (aCos * aCos) + (bSin * bSin);
return Math.sqrt(num / den);
}
// Teleport Function
function teleportTo(location) {
const { longitude, latitude, heading, pitch, distance } = location;
const position = new Vector3();
const globalQuaternion = new Quaternion(); // Global rotation
const up = new Vector3(0, 1, 0);
// 1. Calculate True Position (at target lat/lon and altitude)
// Treat 'distance' as altitude in meters
const truePosition = new Geodetic(radians(longitude), radians(latitude), distance).toECEF();
// 2. Calculate Rotation using PointOfView
// We use PointOfView to get the correct orientation (looking at the target).
// We ignore the position calculated by PointOfView because it assumes an orbit/look-at constraint.
new PointOfView(distance, radians(heading), radians(pitch)).decompose(
new Geodetic(radians(longitude), radians(latitude)).toECEF(),
position, // Dummy position (ignored)
globalQuaternion,
up
);
console.log(`[Teleport] ${location.name} -> Altitude: ${distance}, TruePosLength: ${truePosition.length()}`);
// 3. Apply True Position
worldState.position.copy(truePosition);
// 4. Apply Rotation (Global -> Local)
// GlobalQ = BasisQ * LocalQ => LocalQ = BasisQ^-1 * GlobalQ
const basis = getSurfaceBasis(truePosition);
const basisInv = basis.clone().invert();
worldState.quaternion.copy(basisInv.multiply(globalQuaternion));
}
// キー入力管理
const keys = {
w: false,
a: false,
s: false,
d: false,
q: false,
e: false,
Shift: false,
Space: false,
};
// キーイベントリスナーの設定
if (typeof window !== 'undefined') {
window.addEventListener('keydown', (e) => {
const key = e.key.toLowerCase();
if (keys.hasOwnProperty(key)) keys[key] = true;
if (e.key === 'Shift') keys.Shift = true;
if (e.key === ' ') keys.Space = true;
});
window.addEventListener('keyup', (e) => {
const key = e.key.toLowerCase();
if (keys.hasOwnProperty(key)) keys[key] = false;
if (e.key === 'Shift') keys.Shift = false;
if (e.key === ' ') keys.Space = false;
});
}
// ---------------------------------------------------------
// Scene Components (Inside Canvas)
// ---------------------------------------------------------
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath('https://www.gstatic.com/draco/v1/decoders/');
function GoogleMaps3DTiles() {
const apiKey = import.meta.env.VITE_GOOGLE_MAP_API_KEY;
if (!apiKey) return null;
return (
<TilesRenderer url={`https://tile.googleapis.com/v1/3dtiles/root.json?key=${apiKey}`}>
<TilesPlugin plugin={GoogleCloudAuthPlugin} args={{ apiToken: apiKey }} />
<TilesPlugin plugin={GLTFExtensionsPlugin} dracoLoader={dracoLoader} />
<TilesPlugin plugin={TileCompressionPlugin} />
<TilesPlugin plugin={UpdateOnChangePlugin} />
<TilesPlugin plugin={TilesFadePlugin} />
</TilesRenderer>
);
}
// Canvasの内側で動作するメインシーンコンポーネント
function AtmosphereScene() {
const { gl } = useThree();
const sunRef = useRef();
const atmosphereRef = useRef();
const dateRef = useRef(new Date(INITIAL_DATE));
const [weather, setWeather] = useState(WEATHER_PRESETS[1]);
// 1. 露出設定 (Canvas内なのでuseThreeが使える)
useEffect(() => {
gl.toneMapping = THREE.NoToneMapping;
gl.toneMappingExposure = 10.0;
}, [gl]);
// 2. 天候の定期変更
useEffect(() => {
const interval = setInterval(() => {
setWeather(prev => {
const others = WEATHER_PRESETS.filter(w => w.name !== prev.name);
const next = others[Math.floor(Math.random() * others.length)];
console.log(`[Weather] Changing to: ${next.name}`);
return next;
});
}, WEATHER_INTERVAL);
return () => clearInterval(interval);
}, []);
// 3. 時間進行と太陽移動 (Canvas内なのでuseFrameが使える)
//useFrame((state, delta) => {
// const currentDate = dateRef.current;
// const elapsedMs = delta * TIME_SCALE * 1000;
// currentDate.setTime(currentDate.getTime() + elapsedMs);
// if (atmosphereRef.current) {
// atmosphereRef.current.updateByDate(currentDate);
// }
// if (sunRef.current) {
// const hours = currentDate.getHours() + currentDate.getMinutes() / 60 + currentDate.getSeconds() / 3600;
// const sunAngle = MathUtils.mapLinear(hours, 6, 18, 0, Math.PI);
// const sunX = -Math.cos(sunAngle);
// const sunY = Math.sin(sunAngle);
// if (hours < 6 || hours > 18) {
// sunRef.current.position.set(0, -1, 0);
// sunRef.current.intensity = 10.0;
// } else {
// sunRef.current.position.set(sunX, sunY, 0.2);
// sunRef.current.intensity = MathUtils.lerp(0.5, 3.0, sunY);
// }
// }
//});
useFrame((state, delta) => {
const currentDate = dateRef.current;
const elapsedMs = delta * TIME_SCALE * 1000;
currentDate.setTime(currentDate.getTime() + elapsedMs);
if (atmosphereRef.current) {
atmosphereRef.current.updateByDate(currentDate);
const sunDirection = atmosphereRef.current.sunDirection;
if (sunRef.current && sunDirection) {
sunRef.current.position.copy(sunDirection);
sunRef.current.intensity = 3.0; // 強度は固定で、時間帯による調整はAtmosphereが担当
if (sunDirection.y < -0.1) {
sunRef.current.intensity = 0.1;
}
}
}
});
return (
<>
{/* Camera is controlled by FollowCamera component */}
<PerspectiveCamera
makeDefault
near={10}
far={10000000}
fov={45}
/>
<FollowCamera />
<directionalLight
ref={sunRef}
position={[0, 1, 0]}
intensity={3.0}
castShadow
/>
<Atmosphere ref={atmosphereRef}>
<GoogleMaps3DTiles />
<EffectComposer multisampling={0} disableNormalPass={false}>
<Clouds disableDefaultLayers coverage={weather.coverage}>
{weather.layers.map((layer, index) => (
<CloudLayer
key={index}
channel={layer.channel}
altitude={layer.altitude}
height={layer.height}
densityScale={layer.densityScale}
shapeAmount={0.5}
/>
))}
</Clouds>
<AerialPerspective sky />
<ToneMapping mode={ToneMappingMode.AGX} />
</EffectComposer>
</Atmosphere>
</>
);
}
// Atmosphere側のカメラをShared Stateに同期させる
function FollowCamera() {
useFrame((state) => {
if (!worldState.position) return;
// 1. Calculate Basis Rotation based on current position
const basis = getSurfaceBasis(worldState.position);
// 2. Apply Position
state.camera.position.copy(worldState.position);
// 3. Apply Rotation: GlobalQ = BasisQ * LocalQ
// worldState.quaternion is treated as Local Quaternion here
state.camera.quaternion.copy(basis).multiply(worldState.quaternion);
});
return null;
}
// ---------------------------------------------------------
// Scene 2: Avatar
// ---------------------------------------------------------
function VrmCharacter() {
const mixerRef = useRef(null);
const vrmRef = useRef(null);
const { camera } = useThree();
const actionsRef = useRef({});
const currentActionRef = useRef(null);
const gltf = useLoader(GLTFLoader, VRM_URL, (loader) => {
loader.register((parser) => new VRMLoaderPlugin(parser));
});
// Load all animations
const [vrmaFly, vrmaFlyStop, vrmaFlyIdle] = useLoader(GLTFLoader, [
`${BASE_URL}fly_sky.vrma`,
`${BASE_URL}fly_stop.vrma`,
`${BASE_URL}fly_idle.vrma`
], (loader) => {
loader.register((parser) => new VRMAnimationLoaderPlugin(parser));
});
useEffect(() => {
const vrm = gltf.userData.vrm;
vrmRef.current = vrm;
VRMUtils.removeUnnecessaryJoints(vrm.scene);
vrm.humanoid.resetPose();
vrm.scene.rotation.y = Math.PI;
// Setup Animation Mixer
const mixer = new AnimationMixer(vrm.scene);
mixerRef.current = mixer;
// Helper to create action
const createAction = (vrma, name) => {
if (vrma.userData.vrmAnimations?.[0]) {
const clip = createVRMAnimationClip(vrma.userData.vrmAnimations[0], vrm);
const action = mixer.clipAction(clip);
action.name = name;
return action;
}
return null;
};
const actionFly = createAction(vrmaFly, 'fly');
const actionFlyStop = createAction(vrmaFlyStop, 'fly_stop');
const actionFlyIdle = createAction(vrmaFlyIdle, 'fly_idle');
actionsRef.current = {
fly: actionFly,
fly_stop: actionFlyStop,
fly_idle: actionFlyIdle,
};
// Configure Loop Modes
if (actionFlyStop) {
actionFlyStop.setLoop(THREE.LoopOnce);
actionFlyStop.clampWhenFinished = true;
}
// Initial Animation (Idle: fly_idle)
if (actionFlyIdle) {
actionFlyIdle.play();
currentActionRef.current = 'fly_idle';
} else if (actionFly) {
actionFly.play();
currentActionRef.current = 'fly';
}
// Mixer Event Listener for 'finished' (for fly_stop -> fly_idle)
const onFinished = (e) => {
if (e.action === actionFlyStop) {
// fly_stop finished, crossfade to fly_idle
if (actionsRef.current.fly_idle) {
actionFlyStop.fadeOut(0.5);
actionsRef.current.fly_idle.reset().fadeIn(0.5).play();
currentActionRef.current = 'fly_idle';
}
}
};
mixer.addEventListener('finished', onFinished);
return () => {
mixer.removeEventListener('finished', onFinished);
};
}, [gltf, vrmaFly, vrmaFlyStop, vrmaFlyIdle]);
useFrame((state, delta) => {
mixerRef.current?.update(delta);
vrmRef.current?.update(delta);
// Animation State Logic
const isMoving = keys.w || keys.s || keys.a || keys.d;
const actions = actionsRef.current;
const current = currentActionRef.current;
if (actions.fly && actions.fly_stop && actions.fly_idle) {
if (isMoving) {
// If moving and not flying, transition to fly
if (current !== 'fly') {
const prevAction = actions[current];
if (prevAction) prevAction.fadeOut(0.5);
actions.fly.reset().fadeIn(0.5).play();
currentActionRef.current = 'fly';
}
} else {
// If stopped moving and currently flying, transition to fly_stop (stop anim)
if (current === 'fly') {
actions.fly.fadeOut(0.5);
actions.fly_stop.reset().fadeIn(0.5).play();
currentActionRef.current = 'fly_stop';
}
// If currently fly_stop, wait for it to finish (handled by event listener)
// If currently fly_idle, stay there.
}
}
// Character Rotation Logic
if (vrmRef.current) {
const vrmNode = vrmRef.current.scene;
const moveDir = new Vector3(0, 0, 0);
if (keys.w) moveDir.z -= 1;
if (keys.s) moveDir.z += 1;
if (keys.a) moveDir.x -= 1;
if (keys.d) moveDir.x += 1;
if (moveDir.lengthSq() > 0) {
moveDir.normalize();
const cameraQuaternion = camera.quaternion.clone();
moveDir.applyQuaternion(cameraQuaternion);
// Create a target rotation looking at the movement direction
// Model faces -Z, so we want -Z to point to movement.
// lookAt points +Z to target. So we want +Z to point AWAY from movement.
const targetPos = vrmNode.position.clone().sub(moveDir);
const dummy = new THREE.Object3D();
dummy.position.copy(vrmNode.position);
dummy.lookAt(targetPos);
// Smoothly rotate towards target
vrmNode.quaternion.slerp(dummy.quaternion, 10.0 * delta);
}
}
});
return <primitive object={gltf.scene} />;
}
// Avatar側のカメラ操作と移動ロジック
function CameraSync() {
const { camera } = useThree();
const vec = new Vector3();
// Dynamic Zoom State
const zoomOffset = useRef(0);
const MAX_ZOOM_OFFSET = 10.0;
const ZOOM_SPEED = 2.0;
useFrame((state, delta) => {
// 1. カメラの回転をShared State (Local) に同期
worldState.quaternion.copy(camera.quaternion);
// 2. Calculate Basis Rotation
const basis = getSurfaceBasis(worldState.position);
// 3. WASD移動ロジック (Local -> Global)
const isMoving = keys.w || keys.s || keys.a || keys.d || keys.q || keys.e;
const speed = worldState.speed * (keys.Shift ? 2.0 : 1.0) * delta;
// Local Movement Vector
const moveDir = new Vector3();
if (keys.w) moveDir.z -= 1;
if (keys.s) moveDir.z += 1;
if (keys.a) moveDir.x -= 1;
if (keys.d) moveDir.x += 1;
// Altitude Control (Global Up/Down relative to surface)
// We apply this directly to worldState.position along the up vector
const upVector = worldState.position.clone().normalize();
if (keys.e) {
worldState.position.addScaledVector(upVector, speed);
}
if (keys.q) {
worldState.position.addScaledVector(upVector, -speed);
}
if (moveDir.lengthSq() > 0) {
moveDir.normalize();
// Apply Camera Rotation (Local)
moveDir.applyQuaternion(camera.quaternion);
// Apply Basis Rotation (Local -> Global)
moveDir.applyQuaternion(basis);
// Apply to Global Position
worldState.position.addScaledVector(moveDir, speed);
}
// 4. Minimum Altitude Safety Check
const currentDist = worldState.position.length();
// Calculate local ellipsoid radius
const localRadius = getEllipsoidRadius(worldState.position);
const minAltitude = localRadius + 10; // Minimum 10m above ellipsoid
// Debug Log
if (state.clock.elapsedTime % 1.0 < 0.02) {
console.log(`[CameraSync] Dist: ${currentDist.toFixed(1)}, LocalR: ${localRadius.toFixed(1)}, Alt: ${(currentDist - localRadius).toFixed(1)}`);
}
if (currentDist < minAltitude) {
// console.log(`[CameraSync] Safety Check Triggered! Pushing up to ${minAltitude}`);
worldState.position.setLength(minAltitude);
}
// 5. Dynamic Zoom Logic
const targetZoom = isMoving ? MAX_ZOOM_OFFSET : 0;
// Smoothly interpolate current zoom offset towards target
const diff = targetZoom - zoomOffset.current;
const step = diff * ZOOM_SPEED * delta;
zoomOffset.current += step;
camera.translateZ(step);
});
return null;
}
function AvatarLayer() {
return (
<Canvas gl={{ alpha: true, antialias: true }}>
<PerspectiveCamera makeDefault position={[0, 1.5, 3]} fov={40} />
<CameraSync />
<directionalLight position={[-1, 1, 1]} intensity={1.5} />
<ambientLight intensity={1.0} />
<spotLight position={[0, 2, -2]} intensity={3} color="#ffdcb4" />
<Suspense fallback={null}>
<VrmCharacter />
</Suspense>
<OrbitControls target={[0, 1.2, 0]} minDistance={2.0} maxDistance={10.0} />
</Canvas>
);
}
// ---------------------------------------------------------
// UI Components
// ---------------------------------------------------------
function LocationUI() {
return (
<div style={{
position: 'absolute',
top: '20px',
left: '20px',
zIndex: 100,
display: 'flex',
gap: '10px',
flexWrap: 'wrap'
}}>
{LOCATIONS.map((loc) => (
<button
key={loc.name}
onClick={() => teleportTo(loc)}
style={{
padding: '10px 20px',
background: 'rgba(0, 0, 0, 0.6)',
color: 'white',
border: '1px solid rgba(255, 255, 255, 0.3)',
borderRadius: '8px',
cursor: 'pointer',
fontSize: '14px',
backdropFilter: 'blur(4px)',
transition: 'background 0.2s'
}}
onMouseOver={(e) => e.currentTarget.style.background = 'rgba(0, 0, 0, 0.8)'}
onMouseOut={(e) => e.currentTarget.style.background = 'rgba(0, 0, 0, 0.6)'}
>
{loc.name}
</button>
))}
</div>
);
}
// ---------------------------------------------------------
// Main App
// ---------------------------------------------------------
function AtmosphereLayer() {
// Canvasが親となり、その中にロジックコンポーネント(AtmosphereScene)を入れる
return (
<Canvas gl={{ alpha: true, antialias: true }}>
<AtmosphereScene />
</Canvas>
);
}
export default function App() {
const layerStyle = {
position: 'absolute',
top: 0,
left: 0,
width: '100%',
height: '100%',
};
return (
<div style={{ position: 'relative', width: '100vw', height: '100vh', background: '#000' }}>
{/* UI Layer */}
<LocationUI />
{/* Layer 0: Atmosphere */}
<div style={{ ...layerStyle, zIndex: 0 }}>
<AtmosphereLayer />
</div>
{/* Layer 1: Avatar */}
<div style={{ ...layerStyle, zIndex: 1, pointerEvents: 'none' }}>
<div style={{ width: '100%', height: '100%', pointerEvents: 'auto' }}>
<AvatarLayer />
</div>
</div>
</div>
);
}

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atmosphere/src/main.jsx Normal file
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import React from 'react'
import ReactDOM from 'react-dom/client'
import App from './App'
ReactDOM.createRoot(document.getElementById('root')).render(
<React.StrictMode>
<App />
</React.StrictMode>,
)

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import { defineConfig } from 'vite'
import react from '@vitejs/plugin-react'
export default defineConfig({
//base: '/',
base: '/pkg/atmosphere/',
plugins: [react()]
})