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'use client';
import type React from 'react';
import { useEffect, useRef, useState } from 'react';
import * as THREE from 'three';
interface NameNode {
name: string;
size: number;
color: string;
position: [number, number, number];
}
interface NetworkSphereProps {
onInitialized?: () => void;
}
const NetworkSphere: React.FC<NetworkSphereProps> = ({ onInitialized }) => {
const containerRef = useRef<HTMLDivElement>(null);
const [isInitialized, setIsInitialized] = useState(false);
const sceneRef = useRef<THREE.Scene | null>(null);
const rendererRef = useRef<THREE.WebGLRenderer | null>(null);
useEffect(() => {
if (typeof window === 'undefined') return;
const checkWebGLAvailability = (): boolean => {
try {
const canvas = document.createElement('canvas');
const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
return !!gl;
} catch {
return false;
}
};
// Store animation frame ID for cleanup
let animationFrameId: number;
// Store scene and renderer references for cleanup
let scene: THREE.Scene;
let renderer: THREE.WebGLRenderer;
let camera: THREE.PerspectiveCamera;
// Function to initialize the sphere
const initializeSphere = () => {
if (!containerRef.current) return;
// Create scene
scene = new THREE.Scene();
sceneRef.current = scene;
scene.background = null; // Transparent background
// Create camera
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 2000);
camera.position.z = 650;
// Create renderer
try {
if (!checkWebGLAvailability()) {
throw new Error('Your browser does not support WebGL');
}
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
rendererRef.current = renderer;
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
containerRef.current.appendChild(renderer.domElement);
} catch (error) {
console.error('WebGL renderer creation failed:', error);
onInitialized?.();
return;
}
// Define sphere radius
const radius = 320;
// Create nodes
const names: NameNode[] = [];
const colors = ['#4ecdc4', '#ff6b6b', '#ffd93d'];
const sizes = [0.9, 1.0, 1.1, 1.2, 1.3];
// Create 40 nodes, reducing density
for (let i = 0; i < 40; i++) {
names.push({
name: `Node${i}`,
size: sizes[Math.floor(Math.random() * sizes.length)],
color: colors[Math.floor(Math.random() * colors.length)],
position: randomSpherePoint(radius)
});
}
// Only create colored dots, don't display names
const dotGeometry = new THREE.SphereGeometry(3.5, 16, 16);
const dotMaterials = {
'#4ecdc4': new THREE.MeshBasicMaterial({ color: 0x4ecdc4 }),
'#ff6b6b': new THREE.MeshBasicMaterial({ color: 0xff6b6b }),
'#ffd93d': new THREE.MeshBasicMaterial({ color: 0xffd93d })
};
// Create dots for each node
names.forEach((node) => {
const material = dotMaterials[node.color as keyof typeof dotMaterials];
const dot = new THREE.Mesh(dotGeometry, material);
dot.position.set(...node.position);
scene.add(dot);
});
// Connect each node with more nearby nodes
const maxConnections = 5; // Increased maximum number of connections per node
const maxDistance = radius * 1.5; // Increased maximum distance for connections
names.forEach((node, index) => {
// Calculate distances to all other nodes
const distances: { index: number; distance: number }[] = names.map(
(otherNode, otherIndex) => {
if (index === otherIndex)
return {
index: otherIndex,
distance: Infinity
}; // Don't connect to self
const dx = node.position[0] - otherNode.position[0];
const dy = node.position[1] - otherNode.position[1];
const dz = node.position[2] - otherNode.position[2];
return {
index: otherIndex,
distance: Math.sqrt(dx * dx + dy * dy + dz * dz)
};
}
);
// Sort by distance and take the closest nodes
distances.sort((a, b) => a.distance - b.distance);
const connectCount = Math.floor(Math.random() * maxConnections) + 1; // At least one connection
for (let i = 0; i < connectCount && i < distances.length; i++) {
if (distances[i].distance > maxDistance) continue;
// Only create connection if the other node's index is higher
// This prevents creating the same connection twice
if (distances[i].index > index) {
const otherNode = names[distances[i].index];
// Create curved arc geometry that follows the sphere's surface
const points = [];
// Calculate the great circle arc between the two points
// First, normalize the positions to get direction vectors
const startPos = new THREE.Vector3(...node.position).normalize();
const endPos = new THREE.Vector3(...otherNode.position).normalize();
// Calculate the angle between the two points
// const angle = startPos.angleTo(endPos);
// Create intermediate points along the great circle arc
const segments = 12; // More segments for smoother curves
for (let j = 0; j <= segments; j++) {
// Interpolation factor
const t = j / segments;
// Spherical linear interpolation (SLERP) between the two points
const interpVec = new THREE.Vector3().copy(startPos).lerp(endPos, t).normalize();
// Scale to the sphere radius
const pointOnSphere = interpVec.multiplyScalar(radius);
points.push(pointOnSphere);
}
const lineGeometry = new THREE.BufferGeometry().setFromPoints(points);
// Create connection with varying opacity based on distance
const opacity = Math.max(0.25, 0.45 - (distances[i].distance / maxDistance) * 0.2);
const lineMaterial = new THREE.LineBasicMaterial({
color: 0xadd8e6, // Light blue color - keeping original color
transparent: true,
opacity: opacity
});
const line = new THREE.Line(lineGeometry, lineMaterial);
scene.add(line);
}
}
});
// Animation
const rotationSpeed = 0.0005;
const animate = () => {
animationFrameId = requestAnimationFrame(animate);
// Rotate all elements
scene.rotation.y += rotationSpeed;
scene.rotation.x += rotationSpeed / 2;
renderer.render(scene, camera);
};
animate();
// Mark as initialized
setIsInitialized(true);
// Notify parent component that initialization is complete
if (onInitialized) {
// Use setTimeout to ensure this happens after the component is fully rendered
setTimeout(() => {
onInitialized();
}, 0);
}
};
// Handle window resize
const handleResize = () => {
if (!camera || !renderer) return;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
};
// Initialize the sphere
initializeSphere();
// Add resize event listener
window.addEventListener('resize', handleResize);
// Cleanup function
return () => {
window.removeEventListener('resize', handleResize);
// Cancel any pending animation frames
if (animationFrameId) {
cancelAnimationFrame(animationFrameId);
}
// Remove renderer from DOM
if (containerRef.current && rendererRef.current) {
containerRef.current.removeChild(rendererRef.current.domElement);
}
// Release resources
if (sceneRef.current) {
sceneRef.current.clear();
}
if (rendererRef.current) {
rendererRef.current.dispose();
}
};
}, []);
// Generate random points on a sphere
function randomSpherePoint(radius: number): [number, number, number] {
const u = Math.random();
const v = Math.random();
const theta = 2 * Math.PI * u;
const phi = Math.acos(2 * v - 1);
const x = radius * Math.sin(phi) * Math.cos(theta);
const y = radius * Math.sin(phi) * Math.sin(theta);
const z = radius * Math.cos(phi);
return [x, y, z];
}
// Since we no longer display names, the text sprite creation function has been removed
return (
<div
ref={containerRef}
className="fixed inset-0 -z-10 w-screen h-screen overflow-hidden"
style={{
pointerEvents: 'none',
opacity: isInitialized ? 1 : 0,
transition: 'opacity 0.5s ease-in-out'
}}
/>
);
};
export default NetworkSphere;
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