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222 | import React, { useRef, useMemo } from 'react';
import { Canvas, useFrame } from '@react-three/fiber';
import * as THREE from 'three';
const Network = () => {
const pointsRef = useRef();
const linesRef = useRef();
const signalsRef = useRef();
const mouseRef = useRef(new THREE.Vector3());
const count = 80;
const connectionDistance = 3; // Reduced distance for tighter connections
const particles = useMemo(() => {
const temp = [];
for (let i = 0; i < count; i++) {
temp.push({
position: new THREE.Vector3((Math.random() - 0.5) * 20, (Math.random() - 0.5) * 12, 0),
velocity: new THREE.Vector3((Math.random() - 0.5) * 0.01, (Math.random() - 0.5) * 0.01, 0),
originalPosition: new THREE.Vector3((Math.random() - 0.5) * 20, (Math.random() - 0.5) * 12, 0)
});
}
return temp;
}, []);
// Signals traveling along lines
const signals = useMemo(() => {
return Array(20).fill().map(() => ({
active: false,
start: new THREE.Vector3(),
end: new THREE.Vector3(),
progress: 0,
speed: 0.08, // Much faster speed (meteorite effect)
opacity: 0
}));
}, []);
useFrame((state) => {
// Update mouse position
const { x, y } = state.mouse;
mouseRef.current.set(x * 10, y * 6, 0);
// Update particles
particles.forEach((particle, i) => {
// Smooth drifting movement
particle.position.x += particle.velocity.x;
particle.position.y += particle.velocity.y;
particle.position.z += particle.velocity.z;
// Gentle oscillation
const time = state.clock.elapsedTime;
particle.position.x += Math.sin(time * 0.2 + i * 0.1) * 0.005;
particle.position.y += Math.cos(time * 0.15 + i * 0.15) * 0.005;
// Boundary wrapping
if (Math.abs(particle.position.x) > 8) particle.velocity.x *= -1;
if (Math.abs(particle.position.y) > 6) particle.velocity.y *= -1;
if (Math.abs(particle.position.z) > 3) particle.velocity.z *= -1;
// Mouse attraction (much gentler)
if (mouseRef.current) {
const dx = mouseRef.current.x * 5 - particle.position.x;
const dy = mouseRef.current.y * 5 - particle.position.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 3) {
particle.position.x += dx * 0.002;
particle.position.y += dy * 0.002;
}
}
});
// Update geometry (Nodes as circles/points)
if (pointsRef.current) {
const positions = new Float32Array(count * 3);
particles.forEach((p, i) => {
positions[i * 3] = p.position.x;
positions[i * 3 + 1] = p.position.y;
positions[i * 3 + 2] = p.position.z;
});
pointsRef.current.geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
}
// Update lines and manage signals
if (linesRef.current) {
const linePositions = [];
const connections = [];
for (let i = 0; i < count; i++) {
for (let j = i + 1; j < count; j++) {
const dist = particles[i].position.distanceTo(particles[j].position);
// Only connect if close enough
if (dist < connectionDistance) {
linePositions.push(
particles[i].position.x, particles[i].position.y, particles[i].position.z,
particles[j].position.x, particles[j].position.y, particles[j].position.z
);
connections.push({ start: particles[i].position, end: particles[j].position });
}
}
}
linesRef.current.geometry.setAttribute('position', new THREE.Float32BufferAttribute(linePositions, 3));
// Spawn signals randomly on existing connections
if (Math.random() < 0.1) { // Increased spawn rate slightly
const signal = signals.find(s => !s.active);
if (signal && connections.length > 0) {
const conn = connections[Math.floor(Math.random() * connections.length)];
signal.active = true;
signal.start.copy(conn.start);
signal.end.copy(conn.end);
signal.progress = 0;
}
}
}
// Update signals
if (signalsRef.current) {
const signalPositions = [];
const signalOpacities = [];
signals.forEach(signal => {
if (signal.active) {
signal.progress += signal.speed;
if (signal.progress >= 1) {
signal.active = false;
} else {
const pos = new THREE.Vector3().lerpVectors(signal.start, signal.end, signal.progress);
signalPositions.push(pos.x, pos.y, pos.z);
// Fade out quickly like a burning meteorite
// High opacity at start, fading to 0 at end
const opacity = 1.0 - Math.pow(signal.progress, 2);
signalOpacities.push(opacity);
}
}
});
// Need at least one point to avoid error if no signals
if (signalPositions.length === 0) {
signalPositions.push(0, 0, 0);
signalOpacities.push(0);
}
signalsRef.current.geometry.setAttribute('position', new THREE.Float32BufferAttribute(signalPositions, 3));
signalsRef.current.geometry.setAttribute('alpha', new THREE.Float32BufferAttribute(signalOpacities, 1));
}
});
// Custom shader material for signals to handle per-vertex opacity
const signalMaterial = useMemo(() => {
return new THREE.ShaderMaterial({
uniforms: {
color: { value: new THREE.Color('#ffffff') }
},
vertexShader: `
attribute float alpha;
varying float vAlpha;
void main() {
vAlpha = alpha;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
gl_PointSize = 6.0; // Larger size
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
uniform vec3 color;
varying float vAlpha;
void main() {
if (length(gl_PointCoord - vec2(0.5, 0.5)) > 0.5) discard; // Circle shape
gl_FragColor = vec4(color, vAlpha);
}
`,
transparent: true,
depthWrite: false,
blending: THREE.AdditiveBlending
});
}, []);
// Texture for round nodes
const texture = useMemo(() => {
const canvas = document.createElement('canvas');
canvas.width = 32;
canvas.height = 32;
const context = canvas.getContext('2d');
context.beginPath();
context.arc(16, 16, 16, 0, 2 * Math.PI);
context.fillStyle = '#ffffff';
context.fill();
const texture = new THREE.CanvasTexture(canvas);
return texture;
}, []);
return (
<>
<points ref={pointsRef}>
<bufferGeometry />
{/* Halved size from 0.15 to 0.075 */}
<pointsMaterial size={0.075} color="#ffffff" map={texture} transparent opacity={0.9} alphaTest={0.5} />
</points>
<lineSegments ref={linesRef}>
<bufferGeometry />
<lineBasicMaterial color="#ffffff" transparent opacity={0.15} />
</lineSegments>
<points ref={signalsRef} material={signalMaterial}>
<bufferGeometry />
</points>
</>
);
};
const AssnBackground = () => {
return (
<div style={{ width: '100%', height: '100%', background: '#000000' }}>
<Canvas camera={{ position: [0, 0, 10], fov: 60 }}>
<Network />
</Canvas>
</div>
);
};
export default AssnBackground;
|