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import { useEffect, useState, useRef, useMemo } from "react";
import * as THREE from "three";
import { useFrame } from "@react-three/fiber";
import { useTheme } from "next-themes";
// 🚀 Bitmutex-Themed Predefined Color Gradients for modern UI
// These gradients are carefully chosen for a high-tech, professional look.
const lightModeColors = [
new THREE.Color(0x0096FF), // Bright Sky Blue
new THREE.Color(0x002147), // Rich Navy Blue (for contrast)
new THREE.Color(0xFF7300), // Vibrant Orange
];
const darkModeColors = [
new THREE.Color(0x00FFFF), // Cyan-Aqua (for an energetic feel)
new THREE.Color(0xFF4500), // Fiery Orange (a striking accent)
new THREE.Color(0x2A0944), // Deep Purple-Black (for depth and mystery)
];
// Define a few new, more visually interesting shapes
const shapes = ["sphere", "cube", "torus", "helix", "vortex"];
const PARTICLE_COUNT = 3000;
// Particle Shape Component
const ParticleShape = () => {
// We use a group to apply the rotation to the entire particle system
const groupRef = useRef<THREE.Group>(null);
const particles = useRef<THREE.BufferGeometry>(null);
const { theme } = useTheme(); // Detects light/dark mode
// Memoize initial positions and colors to calculate them only once or on theme change
const { initialPositions, colors } = useMemo(() => {
const initial = generateShapePositions("sphere", PARTICLE_COUNT);
const initialColors = generateGradientColors(initial, theme, lightModeColors, darkModeColors);
return {
initialPositions: initial,
colors: initialColors,
};
}, [theme]);
// Use state for the target positions, so changes trigger a re-render
const [targetPositions, setTargetPositions] = useState<Float32Array>(generateShapePositions("cube", PARTICLE_COUNT));
const positionsRef = useRef<Float32Array>(initialPositions);
// State to hold the current target for transitions
const [currentShapeIndex, setCurrentShapeIndex] = useState(0);
// Set up geometry attributes on initial load and theme change
useEffect(() => {
Eif (particles.current) {
// Set initial geometry positions and colors
particles.current.setAttribute("position", new THREE.BufferAttribute(positionsRef.current, 3));
particles.current.setAttribute("color", new THREE.BufferAttribute(colors, 3));
}
}, [colors]);
// Animate the rotation and particle transitions
useFrame(() => {
Eif (groupRef.current) {
groupRef.current.rotation.y += 0.001; // Slower, more subtle rotation
groupRef.current.rotation.x += 0.0005;
}
const positionAttr = particles.current?.getAttribute("position");
Eif (positionAttr) {
// Smoother, more elegant transition using a smaller lerp factor
for (let i = 0; i < positionAttr.array.length; i++) {
(positionAttr.array as Float32Array)[i] += (targetPositions[i] - (positionAttr.array as Float32Array)[i]) * 0.02;
}
positionAttr.needsUpdate = true;
}
});
// Cycle through shapes with a dynamic transition effect
useEffect(() => {
const interval = setInterval(() => {
// 1. Scatter effect: Burst out before reforming
setTargetPositions(generateScatterEffect(PARTICLE_COUNT));
setTimeout(() => {
// 2. Select next shape and transition
const nextIndex = (currentShapeIndex + 1) % shapes.length;
setTargetPositions(generateShapePositions(shapes[nextIndex] as any, PARTICLE_COUNT));
setCurrentShapeIndex(nextIndex);
}, 1000);
}, 5000); // Wait 5 seconds before the next transition
return () => clearInterval(interval);
}, [currentShapeIndex]); // The dependency array is now correct
return (
<group ref={groupRef}>
<points>
<bufferGeometry attach="geometry" ref={particles} />
{/*
Modern material for a professional, glowing effect:
- `sizeAttenuation`: Ensures particles look the same size regardless of distance.
- `blending`: Additive blending creates a light, glowing, and overlapping effect.
- `depthWrite`: Disabling this prevents particles from occluding each other, enhancing the glow.
- `size`: Smaller size for a more sophisticated, high-density feel.
*/}
<pointsMaterial
attach="material"
size={0.25}
transparent
opacity={0.8}
vertexColors
sizeAttenuation={true}
blending={THREE.AdditiveBlending}
depthWrite={false}
/>
</points>
</group>
);
};
// 🌟 Generate Colors Based on Predefined Gradient & Theme
const generateGradientColors = (positions: Float32Array, theme: string | undefined, lightColors: THREE.Color[], darkColors: THREE.Color[]) => {
const colors = new Float32Array(positions.length);
const gradientColors = theme === "dark" ? darkColors : lightColors;
Iif (gradientColors.length === 0) {
console.error("No colors defined for theme:", theme);
return colors;
}
const steps = gradientColors.length - 1;
for (let i = 0; i < positions.length; i += 3) {
const t = (positions[i] + 5) / 10;
let index = Math.floor(t * steps);
let nextIndex = index + 1;
index = Math.max(0, Math.min(index, steps));
nextIndex = Math.max(0, Math.min(nextIndex, steps));
const mixFactor = t * steps - index;
const color = gradientColors[index].clone().lerp(gradientColors[nextIndex], mixFactor);
colors[i] = color.r;
colors[i + 1] = color.g;
colors[i + 2] = color.b;
}
return colors;
};
// ✨ Generate Particle Positions for Different Shapes
const generateShapePositions = (shape: string, count: number): Float32Array => {
const positions = new Float32Array(count * 3);
if (shape === "sphere") {
for (let i = 0; i < count; i++) {
const phi = Math.acos(-1 + (2 * i) / count);
const theta = Math.sqrt(count * Math.PI) * phi;
positions[i * 3] = Math.sin(phi) * Math.cos(theta) * 4;
positions[i * 3 + 1] = Math.sin(phi) * Math.sin(theta) * 4;
positions[i * 3 + 2] = Math.cos(phi) * 4;
}
} else if (shape === "cube") {
for (let i = 0; i < count; i++) {
positions[i * 3] = (Math.random() - 0.5) * 8;
positions[i * 3 + 1] = (Math.random() - 0.5) * 8;
positions[i * 3 + 2] = (Math.random() - 0.5) * 8;
}
} else Eif (shape === "torus") {
const mainRadius = 4;
const tubeRadius = 1;
for (let i = 0; i < count; i++) {
const u = (i / count) * Math.PI * 2;
const v = (Math.random() - 0.5) * Math.PI * 2;
positions[i * 3] = (mainRadius + tubeRadius * Math.cos(v)) * Math.cos(u);
positions[i * 3 + 1] = (mainRadius + tubeRadius * Math.cos(v)) * Math.sin(u);
positions[i * 3 + 2] = tubeRadius * Math.sin(v);
}
} else if (shape === "helix") {
const radius = 3;
const height = 10;
for (let i = 0; i < count; i++) {
const t = (i / count) * Math.PI * 8;
positions[i * 3] = radius * Math.cos(t);
positions[i * 3 + 1] = (i / count - 0.5) * height;
positions[i * 3 + 2] = radius * Math.sin(t);
}
} else if (shape === "vortex") {
const radius = 0.5;
const height = 10;
for (let i = 0; i < count; i++) {
const t = (i / count) * Math.PI * 10;
const r = (i / count) * radius * height;
positions[i * 3] = r * Math.cos(t);
positions[i * 3 + 1] = (i / count - 0.5) * height;
positions[i * 3 + 2] = r * Math.sin(t);
}
} else {
// Default to sphere if shape is unknown
return generateShapePositions("sphere", count);
}
return positions;
};
// 💥 Scatter Effect (Particles Move Out Before Reforming)
const generateScatterEffect = (count: number) => {
const positions = new Float32Array(count * 3);
for (let i = 0; i < count; i++) {
positions[i * 3] = (Math.random() - 0.5) * 20;
positions[i * 3 + 1] = (Math.random() - 0.5) * 20;
positions[i * 3 + 2] = (Math.random() - 0.5) * 20;
}
return positions;
};
export default ParticleShape;
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