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38bc0dc | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 | import { useMemo, useRef, type ReactNode } from "react";
import { Canvas, useFrame } from "@react-three/fiber";
import { Html } from "@react-three/drei";
import { EffectComposer, Bloom, ChromaticAberration, Vignette } from "@react-three/postprocessing";
import * as THREE from "three";
const TITANIUM = new THREE.Color("#8b9099");
const COPPER = new THREE.Color("#e8823f");
const EMBER = new THREE.Color("#ff6a2b");
function riskColor(score: number): THREE.Color {
const t = Math.min(Math.max(score / 100, 0), 1);
if (t < 0.5) {
return TITANIUM.clone().lerp(COPPER, t * 2);
}
return COPPER.clone().lerp(EMBER, (t - 0.5) * 2);
}
interface Scene3DProps {
riskScore: number;
/** 0 = idle drift, 1 = analyzing/refactoring frenzy */
intensity: number;
burstNonce: number;
/** DOM panels physically embedded in the 3D scene */
stagePanel: ReactNode;
hudPanel: ReactNode;
}
function WarpGrid({ riskScore, intensity }: { riskScore: number; intensity: number }) {
const meshRef = useRef<THREE.Mesh>(null);
const geomRef = useRef<THREE.PlaneGeometry>(null);
const matRef = useRef<THREE.MeshBasicMaterial>(null);
const original = useRef<Float32Array | null>(null);
const t = useRef(0);
const boost = useRef(0);
useFrame((_, delta) => {
boost.current += (intensity - boost.current) * Math.min(1, delta * 3);
const frenzy = boost.current;
t.current += delta * (1 + frenzy * 3.5);
const geo = geomRef.current;
if (!geo) return;
if (!original.current) {
original.current = Float32Array.from(geo.attributes.position.array);
}
const pos = geo.attributes.position as THREE.BufferAttribute;
const src = original.current;
const amplitude = 0.25 + (riskScore / 100) * 2.2 + frenzy * 2.4;
const speed = 0.5 + (riskScore / 100) * 1.4 + frenzy * 2.0;
for (let i = 0; i < pos.count; i++) {
const x = src[i * 3];
const y = src[i * 3 + 1];
const wave =
Math.sin(x * 0.18 + t.current * speed) *
Math.cos(y * 0.18 + t.current * speed * 0.8) +
frenzy * 0.35 * Math.sin(x * 0.9 + t.current * 6.0) * Math.sin(y * 0.7);
pos.setZ(i, wave * amplitude);
}
pos.needsUpdate = true;
if (meshRef.current) {
meshRef.current.rotation.z += delta * (0.02 + frenzy * 0.12);
}
if (matRef.current) {
matRef.current.color.copy(riskColor(riskScore));
matRef.current.opacity = 0.45 + frenzy * 0.35;
}
});
return (
<mesh ref={meshRef} rotation={[-Math.PI / 2.3, 0, 0]} position={[0, -3.2, -4]}>
<planeGeometry ref={geomRef} args={[44, 44, 70, 70]} />
<meshBasicMaterial ref={matRef} wireframe transparent opacity={0.45} toneMapped={false} />
</mesh>
);
}
function ParticleField({
color,
count,
radius,
burstNonce,
baseSize,
}: {
color: string;
count: number;
radius: number;
burstNonce: number;
baseSize: number;
}) {
const pointsRef = useRef<THREE.Points>(null);
const burstEnergy = useRef(0);
const lastNonce = useRef(burstNonce);
const positions = useMemo(() => {
const arr = new Float32Array(count * 3);
for (let i = 0; i < count; i++) {
const r = radius * (0.4 + Math.random() * 0.9);
const theta = Math.random() * Math.PI * 2;
const phi = Math.acos(2 * Math.random() - 1);
arr[i * 3] = r * Math.sin(phi) * Math.cos(theta);
arr[i * 3 + 1] = r * Math.sin(phi) * Math.sin(theta) * 0.5;
arr[i * 3 + 2] = r * Math.cos(phi) - 6;
}
return arr;
}, [count, radius]);
useFrame((_, delta) => {
if (burstNonce !== lastNonce.current) {
lastNonce.current = burstNonce;
burstEnergy.current = 1;
}
burstEnergy.current = Math.max(0, burstEnergy.current - delta * 0.55);
if (pointsRef.current) {
pointsRef.current.rotation.y += delta * (0.03 + burstEnergy.current * 0.5);
pointsRef.current.rotation.x += delta * burstEnergy.current * 0.1;
pointsRef.current.scale.setScalar(1 + burstEnergy.current * 0.35);
const material = pointsRef.current.material as THREE.PointsMaterial;
material.size = baseSize + burstEnergy.current * 0.14;
material.opacity = 0.55 + burstEnergy.current * 0.45;
}
});
return (
<points ref={pointsRef}>
<bufferGeometry>
<bufferAttribute attach="attributes-position" count={count} array={positions} itemSize={3} />
</bufferGeometry>
<pointsMaterial
color={color}
size={baseSize}
sizeAttenuation
transparent
opacity={0.6}
depthWrite={false}
toneMapped={false}
/>
</points>
);
}
function CameraDrift({ intensity }: { intensity: number }) {
const t = useRef(0);
useFrame(({ camera }, delta) => {
t.current += delta;
const shake = intensity * 0.035;
// gentle orbital drift: the embedded DOM panels inherit this perspective
camera.position.x = Math.sin(t.current * 0.16) * 0.55 + (Math.random() - 0.5) * shake;
camera.position.y = 2.0 + Math.sin(t.current * 0.11) * 0.28 + (Math.random() - 0.5) * shake;
camera.position.z = 10 + Math.sin(t.current * 0.07) * 0.35;
camera.lookAt(0, 0, -4);
});
return null;
}
/**
* The whole interface lives INSIDE the canvas: the editor stage and the
* HUD are CSS3D-transformed by the same camera that renders the grid, so
* camera drift continuously re-projects their perspective.
* (WebGL post-processing cannot sample DOM pixels — bloom/aberration on
* panel text is approximated in CSS by the theme's glow/aberrate classes.)
*/
export default function Scene3D({
riskScore,
intensity,
burstNonce,
stagePanel,
hudPanel,
}: Scene3DProps) {
const aberration = useMemo(
() => new THREE.Vector2(0.0012 + intensity * 0.0025, 0.0008 + intensity * 0.0018),
[intensity]
);
return (
<div className="canvas-layer">
<Canvas camera={{ position: [0, 2.0, 10], fov: 55 }} dpr={[1, 1.75]}>
<color attach="background" args={["#0b0806"]} />
<fog attach="fog" args={["#0b0806", 8, 30]} />
<WarpGrid riskScore={riskScore} intensity={intensity} />
<ParticleField color="#e8823f" count={700} radius={16} burstNonce={burstNonce} baseSize={0.05} />
<ParticleField color="#ffc35e" count={350} radius={12} burstNonce={burstNonce} baseSize={0.06} />
<CameraDrift intensity={intensity} />
{/* forge-glass editor stage, floating above the grid */}
<group position={[0, 0.85, 0]} rotation={[-0.05, 0, 0]}>
<Html transform distanceFactor={4} zIndexRange={[40, 0]} className="panel3d stage-panel3d">
{stagePanel}
</Html>
</group>
{/* analytics HUD, reclined like a dashboard instrument cluster */}
<group position={[0, -3.05, -0.4]} rotation={[0.18, 0, 0]}>
<Html transform distanceFactor={4} zIndexRange={[30, 0]} className="panel3d hud-panel3d">
{hudPanel}
</Html>
</group>
<EffectComposer>
<Bloom intensity={1.35} luminanceThreshold={0.18} luminanceSmoothing={0.85} mipmapBlur />
<ChromaticAberration offset={aberration} radialModulation modulationOffset={0.4} />
<Vignette eskil={false} offset={0.18} darkness={0.85} />
</EffectComposer>
</Canvas>
</div>
);
}
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