Files
portifolio-evandrodevbr/app/components/cinematic/HeroScene.tsx

382 lines
11 KiB
TypeScript

"use client";
import { Float, MeshDistortMaterial } from "@react-three/drei";
import { Canvas, useFrame, useThree } from "@react-three/fiber";
import { useCallback, useEffect, useMemo, useRef } from "react";
import * as THREE from "three";
type HeroSceneVariant =
| "command"
| "launch"
| "rescue"
| "signal"
| "diagnostic"
| "portrait";
function ParticleField({ count = 2000 }: { count?: number }) {
const mesh = useRef<THREE.Points>(null);
const mouseRef = useRef({ x: 0, y: 0 });
const [positions, velocities] = useMemo(() => {
const pos = new Float32Array(count * 3);
const vel = new Float32Array(count * 3);
for (let i = 0; i < count; i++) {
const i3 = i * 3;
pos[i3] = (Math.random() - 0.5) * 20;
pos[i3 + 1] = (Math.random() - 0.5) * 20;
pos[i3 + 2] = (Math.random() - 0.5) * 15;
vel[i3] = (Math.random() - 0.5) * 0.002;
vel[i3 + 1] = (Math.random() - 0.5) * 0.002;
vel[i3 + 2] = (Math.random() - 0.5) * 0.001;
}
return [pos, vel];
}, [count]);
const sizes = useMemo(() => {
const s = new Float32Array(count);
for (let i = 0; i < count; i++) {
s[i] = Math.random() * 2 + 0.5;
}
return s;
}, [count]);
const handlePointerMove = useCallback(
(e: { clientX: number; clientY: number }) => {
mouseRef.current.x = (e.clientX / window.innerWidth) * 2 - 1;
mouseRef.current.y = -(e.clientY / window.innerHeight) * 2 + 1;
},
[],
);
useFrame((state) => {
if (!mesh.current) return;
const geo = mesh.current.geometry;
const posAttr = geo.getAttribute("position") as THREE.BufferAttribute;
const arr = posAttr.array as Float32Array;
const time = state.clock.elapsedTime;
for (let i = 0; i < count; i++) {
const i3 = i * 3;
arr[i3] += velocities[i3] + Math.sin(time * 0.3 + i) * 0.001;
arr[i3 + 1] += velocities[i3 + 1] + Math.cos(time * 0.2 + i) * 0.001;
arr[i3 + 2] += velocities[i3 + 2];
// Mouse influence
const dx = mouseRef.current.x * 5 - arr[i3];
const dy = mouseRef.current.y * 5 - arr[i3 + 1];
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 3) {
const force = (3 - dist) * 0.0003;
arr[i3] += dx * force;
arr[i3 + 1] += dy * force;
}
// Wrap around
if (arr[i3] > 10) arr[i3] = -10;
if (arr[i3] < -10) arr[i3] = 10;
if (arr[i3 + 1] > 10) arr[i3 + 1] = -10;
if (arr[i3 + 1] < -10) arr[i3 + 1] = 10;
if (arr[i3 + 2] > 7.5) arr[i3 + 2] = -7.5;
if (arr[i3 + 2] < -7.5) arr[i3 + 2] = 7.5;
}
posAttr.needsUpdate = true;
// Slow rotation
mesh.current.rotation.y = time * 0.02;
mesh.current.rotation.x = Math.sin(time * 0.01) * 0.1;
});
useEffect(() => {
window.addEventListener("pointermove", handlePointerMove);
return () => window.removeEventListener("pointermove", handlePointerMove);
}, [handlePointerMove]);
return (
<points ref={mesh}>
<bufferGeometry>
<bufferAttribute
attach="attributes-position"
args={[positions, 3]}
count={count}
/>
<bufferAttribute
attach="attributes-size"
args={[sizes, 1]}
count={count}
/>
</bufferGeometry>
<pointsMaterial
color="#ccff00"
size={0.03}
transparent
opacity={0.6}
sizeAttenuation
blending={THREE.AdditiveBlending}
depthWrite={false}
/>
</points>
);
}
function FloatingGeometry({ variant }: { variant: HeroSceneVariant }) {
const meshRef = useRef<THREE.Mesh>(null);
const mesh2Ref = useRef<THREE.Mesh>(null);
const mesh3Ref = useRef<THREE.Mesh>(null);
const layout = {
command: {
a: [4, 1.5, -3] as [number, number, number],
b: [-5, -2, -4] as [number, number, number],
c: [2, -3, -5] as [number, number, number],
scale: [1.2, 0.8, 1.5] as [number, number, number],
},
launch: {
a: [3.8, 2.1, -3] as [number, number, number],
b: [0, -1.4, -4] as [number, number, number],
c: [-3.8, -2.6, -5] as [number, number, number],
scale: [0.9, 0.9, 1.8] as [number, number, number],
},
rescue: {
a: [-3.6, 1.2, -3] as [number, number, number],
b: [3.6, 1.2, -4] as [number, number, number],
c: [0, -2.8, -5] as [number, number, number],
scale: [1, 1, 1.4] as [number, number, number],
},
signal: {
a: [-4.2, -1, -3] as [number, number, number],
b: [0.2, 1.6, -4] as [number, number, number],
c: [4.2, -0.6, -5] as [number, number, number],
scale: [0.7, 0.7, 1.2] as [number, number, number],
},
diagnostic: {
a: [4.6, 0.6, -3] as [number, number, number],
b: [-3.5, 1.8, -4] as [number, number, number],
c: [-1.2, -2.8, -5] as [number, number, number],
scale: [1.4, 0.7, 1.1] as [number, number, number],
},
portrait: {
a: [3.2, 0.4, -3] as [number, number, number],
b: [4.8, 2.1, -4] as [number, number, number],
c: [-3.6, -2.4, -5] as [number, number, number],
scale: [1.8, 0.5, 1.1] as [number, number, number],
},
}[variant];
useFrame((state) => {
const t = state.clock.elapsedTime;
if (meshRef.current) {
meshRef.current.rotation.x = t * 0.15;
meshRef.current.rotation.y = t * 0.1;
meshRef.current.position.y = layout.a[1] + Math.sin(t * 0.4) * 0.3;
}
if (mesh2Ref.current) {
mesh2Ref.current.rotation.x = t * 0.1;
mesh2Ref.current.rotation.z = t * 0.12;
mesh2Ref.current.position.y = layout.b[1] + Math.cos(t * 0.3) * 0.5;
}
if (mesh3Ref.current) {
mesh3Ref.current.rotation.y = t * 0.08;
mesh3Ref.current.rotation.z = t * 0.06;
}
});
return (
<>
<Float speed={1.5} rotationIntensity={0.4} floatIntensity={0.6}>
<mesh ref={meshRef} position={layout.a} scale={layout.scale[0]}>
{variant === "diagnostic" ? (
<boxGeometry args={[1.4, 1.8, 0.08, 3, 3, 1]} />
) : variant === "portrait" ? (
<capsuleGeometry args={[0.55, 1.25, 6, 12]} />
) : (
<icosahedronGeometry args={[1, 1]} />
)}
<MeshDistortMaterial
color="#ccff00"
wireframe
transparent
opacity={variant === "portrait" ? 0.1 : 0.15}
distort={0.3}
speed={2}
/>
</mesh>
</Float>
<Float speed={1.2} rotationIntensity={0.3} floatIntensity={0.8}>
<mesh ref={mesh2Ref} position={layout.b} scale={layout.scale[1]}>
{variant === "launch" ? (
<coneGeometry args={[0.8, 1.6, 4]} />
) : variant === "signal" ? (
<sphereGeometry args={[0.55, 16, 16]} />
) : (
<octahedronGeometry args={[1, 0]} />
)}
<MeshDistortMaterial
color="#ffffff"
wireframe
transparent
opacity={0.08}
distort={0.2}
speed={1.5}
/>
</mesh>
</Float>
<Float speed={0.8} rotationIntensity={0.2} floatIntensity={0.5}>
<mesh ref={mesh3Ref} position={layout.c} scale={layout.scale[2]}>
{variant === "rescue" ? (
<boxGeometry args={[1.4, 1.4, 1.4, 2, 2, 2]} />
) : variant === "signal" ? (
<torusKnotGeometry args={[0.7, 0.16, 80, 8]} />
) : (
<torusGeometry args={[1, 0.3, 16, 32]} />
)}
<meshStandardMaterial
color="#ccff00"
wireframe
transparent
opacity={0.06}
/>
</mesh>
</Float>
</>
);
}
function GridFloor() {
const meshRef = useRef<THREE.Mesh>(null);
useFrame((state) => {
if (meshRef.current) {
const material = meshRef.current.material as THREE.ShaderMaterial;
if (material.uniforms) {
material.uniforms.uTime.value = state.clock.elapsedTime;
}
}
});
const gridShader = useMemo(
() => ({
uniforms: {
uTime: { value: 0 },
uColor: { value: new THREE.Color("#ccff00") },
},
vertexShader: `
varying vec2 vUv;
varying vec3 vPosition;
void main() {
vUv = uv;
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float uTime;
uniform vec3 uColor;
varying vec2 vUv;
varying vec3 vPosition;
void main() {
vec2 grid = abs(fract(vPosition.xz * 0.5) - 0.5) / fwidth(vPosition.xz * 0.5);
float line = min(grid.x, grid.y);
float alpha = 1.0 - min(line, 1.0);
// Distance fade
float dist = length(vPosition.xz) * 0.08;
alpha *= max(0.0, 1.0 - dist);
alpha *= 0.12;
// Pulse wave
float wave = sin(length(vPosition.xz) * 0.3 - uTime * 0.8) * 0.5 + 0.5;
alpha *= 0.5 + wave * 0.5;
gl_FragColor = vec4(uColor, alpha);
}
`,
}),
[],
);
return (
<mesh ref={meshRef} rotation={[-Math.PI / 2, 0, 0]} position={[0, -4, 0]}>
<planeGeometry args={[40, 40, 1, 1]} />
<shaderMaterial
{...gridShader}
transparent
side={THREE.DoubleSide}
depthWrite={false}
/>
</mesh>
);
}
function CameraRig() {
const { camera } = useThree();
const mouseRef = useRef({ x: 0, y: 0 });
useFrame(() => {
const targetX = mouseRef.current.x * 0.5;
const targetY = mouseRef.current.y * 0.3 + 0.5;
camera.position.x += (targetX - camera.position.x) * 0.02;
camera.position.y += (targetY - camera.position.y) * 0.02;
camera.lookAt(0, 0, 0);
});
useEffect(() => {
const handler = (e: MouseEvent) => {
mouseRef.current.x = (e.clientX / window.innerWidth) * 2 - 1;
mouseRef.current.y = -(e.clientY / window.innerHeight) * 2 + 1;
};
window.addEventListener("mousemove", handler);
return () => window.removeEventListener("mousemove", handler);
}, []);
return null;
}
export default function HeroScene({
variant = "command",
}: {
variant?: HeroSceneVariant;
}) {
return (
<div
className="absolute inset-0 z-0"
style={{ position: "absolute", top: 0, left: 0, right: 0, bottom: 0 }}
>
<Canvas
camera={{ position: [0, 0.5, 8], fov: 60, near: 0.1, far: 100 }}
dpr={[1, 1.5]}
gl={{
antialias: false,
alpha: true,
powerPreference: "high-performance",
}}
style={{
background: "transparent",
position: "absolute",
top: 0,
left: 0,
width: "100%",
height: "100%",
display: "block",
}}
>
<fog attach="fog" args={["#0a0a0a", 5, 25]} />
<ambientLight intensity={0.3} />
<directionalLight
position={[5, 5, 5]}
intensity={0.5}
color="#ccff00"
/>
<pointLight position={[-5, 3, -5]} intensity={0.3} color="#ffffff" />
<CameraRig />
<ParticleField count={1500} />
<FloatingGeometry variant={variant} />
<GridFloor />
</Canvas>
</div>
);
}