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| author | 2026-03-30 16:49:08 +0800 | |
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| committer | 2026-03-30 16:49:08 +0800 | |
| commit | 878d66f9add4e4026a26ae2fa2a1226b5259154d (patch) | |
| tree | af78680c8d4f357843ab336bdac6e56a622de3c7 /packages/ui/src/lib/effects/saturn.ts | |
| parent | f8b4bcb3bdc8f11323103081ef8c05b06159d684 (diff) | |
| parent | c4dc0676d794bca2613be282867d369328ebf073 (diff) | |
| download | DropOut-878d66f9add4e4026a26ae2fa2a1226b5259154d.tar.gz DropOut-878d66f9add4e4026a26ae2fa2a1226b5259154d.zip | |
Merge branch 'main' of https://github.com/HydroRoll-Team/DropOut
Diffstat (limited to 'packages/ui/src/lib/effects/saturn.ts')
| -rw-r--r-- | packages/ui/src/lib/effects/saturn.ts | 281 |
1 files changed, 281 insertions, 0 deletions
diff --git a/packages/ui/src/lib/effects/saturn.ts b/packages/ui/src/lib/effects/saturn.ts new file mode 100644 index 0000000..f7fcfe5 --- /dev/null +++ b/packages/ui/src/lib/effects/saturn.ts @@ -0,0 +1,281 @@ +export class SaturnEffect { + private canvas: HTMLCanvasElement; + private ctx: CanvasRenderingContext2D; + private width = 0; + private height = 0; + + // Particle storage + private xyz: Float32Array | null = null; // interleaved x,y,z + private types: Uint8Array | null = null; // 0 = planet, 1 = ring + private count = 0; + + // Animation + private animationId = 0; + private angle = 0; + private scaleFactor = 1; + + // Interaction + private isDragging = false; + private lastMouseX = 0; + private lastMouseTime = 0; + private mouseVelocities: number[] = []; + + // Speed control + private readonly baseSpeed = 0.005; + private currentSpeed = 0.005; + private rotationDirection = 1; + private readonly speedDecayRate = 0.992; + private readonly minSpeedMultiplier = 1; + private readonly maxSpeedMultiplier = 50; + private isStopped = false; + + constructor(canvas: HTMLCanvasElement) { + this.canvas = canvas; + const ctx = canvas.getContext("2d", { alpha: true, desynchronized: false }); + if (!ctx) { + throw new Error("Failed to get 2D context for SaturnEffect"); + } + this.ctx = ctx; + + // Initialize size & particles + this.resize(window.innerWidth, window.innerHeight); + this.initParticles(); + + this.animate = this.animate.bind(this); + this.animate(); + } + + // External interaction handlers (accept clientX) + handleMouseDown(clientX: number) { + this.isDragging = true; + this.lastMouseX = clientX; + this.lastMouseTime = performance.now(); + this.mouseVelocities = []; + } + + handleMouseMove(clientX: number) { + if (!this.isDragging) return; + const now = performance.now(); + const dt = now - this.lastMouseTime; + if (dt > 0) { + const dx = clientX - this.lastMouseX; + const velocity = dx / dt; + this.mouseVelocities.push(velocity); + if (this.mouseVelocities.length > 5) this.mouseVelocities.shift(); + // Rotate directly while dragging for immediate feedback + this.angle += dx * 0.002; + } + this.lastMouseX = clientX; + this.lastMouseTime = now; + } + + handleMouseUp() { + if (this.isDragging && this.mouseVelocities.length > 0) { + this.applyFlingVelocity(); + } + this.isDragging = false; + } + + handleTouchStart(clientX: number) { + this.handleMouseDown(clientX); + } + + handleTouchMove(clientX: number) { + this.handleMouseMove(clientX); + } + + handleTouchEnd() { + this.handleMouseUp(); + } + + // Resize canvas & scale (call on window resize) + resize(width: number, height: number) { + const dpr = window.devicePixelRatio || 1; + this.width = width; + this.height = height; + + // Update canvas pixel size and CSS size + this.canvas.width = Math.max(1, Math.floor(width * dpr)); + this.canvas.height = Math.max(1, Math.floor(height * dpr)); + this.canvas.style.width = `${width}px`; + this.canvas.style.height = `${height}px`; + + // Reset transform and scale for devicePixelRatio + this.ctx.setTransform(1, 0, 0, 1, 0, 0); // reset + this.ctx.scale(dpr, dpr); + + const minDim = Math.min(width, height); + this.scaleFactor = Math.max(1, minDim * 0.45); + } + + // Initialize particle arrays with reduced counts to keep performance reasonable + private initParticles() { + // Tuned particle counts for reasonable performance across platforms + const planetCount = 1000; + const ringCount = 2500; + this.count = planetCount + ringCount; + + this.xyz = new Float32Array(this.count * 3); + this.types = new Uint8Array(this.count); + + let idx = 0; + + // Planet points + for (let i = 0; i < planetCount; i++, idx++) { + const theta = Math.random() * Math.PI * 2; + const phi = Math.acos(Math.random() * 2 - 1); + const r = 1.0; + + this.xyz[idx * 3] = r * Math.sin(phi) * Math.cos(theta); + this.xyz[idx * 3 + 1] = r * Math.sin(phi) * Math.sin(theta); + this.xyz[idx * 3 + 2] = r * Math.cos(phi); + + this.types[idx] = 0; + } + + // Ring points + const ringInner = 1.4; + const ringOuter = 2.3; + for (let i = 0; i < ringCount; i++, idx++) { + const angle = Math.random() * Math.PI * 2; + const dist = Math.sqrt( + Math.random() * (ringOuter * ringOuter - ringInner * ringInner) + + ringInner * ringInner, + ); + + this.xyz[idx * 3] = dist * Math.cos(angle); + this.xyz[idx * 3 + 1] = (Math.random() - 0.5) * 0.05; + this.xyz[idx * 3 + 2] = dist * Math.sin(angle); + + this.types[idx] = 1; + } + } + + // Map fling/velocity samples to a rotation speed and direction + private applyFlingVelocity() { + if (this.mouseVelocities.length === 0) return; + const avg = + this.mouseVelocities.reduce((a, b) => a + b, 0) / + this.mouseVelocities.length; + const flingThreshold = 0.3; + const stopThreshold = 0.1; + + if (Math.abs(avg) > flingThreshold) { + this.isStopped = false; + const newDir = avg > 0 ? 1 : -1; + if (newDir !== this.rotationDirection) this.rotationDirection = newDir; + const multiplier = Math.min( + this.maxSpeedMultiplier, + this.minSpeedMultiplier + Math.abs(avg) * 10, + ); + this.currentSpeed = this.baseSpeed * multiplier; + } else if (Math.abs(avg) < stopThreshold) { + this.isStopped = true; + this.currentSpeed = 0; + } + } + + // Main render loop + private animate() { + // Clear with full alpha to allow layering over background + this.ctx.clearRect(0, 0, this.width, this.height); + + // Standard composition + this.ctx.globalCompositeOperation = "source-over"; + + // Update rotation speed (decay) + if (!this.isDragging && !this.isStopped) { + if (this.currentSpeed > this.baseSpeed) { + this.currentSpeed = + this.baseSpeed + + (this.currentSpeed - this.baseSpeed) * this.speedDecayRate; + if (this.currentSpeed - this.baseSpeed < 0.00001) { + this.currentSpeed = this.baseSpeed; + } + } + this.angle += this.currentSpeed * this.rotationDirection; + } + + // Center positions + const cx = this.width * 0.6; + const cy = this.height * 0.5; + + // Pre-calc rotations + const rotationY = this.angle; + const rotationX = 0.4; + const rotationZ = 0.15; + + const sinY = Math.sin(rotationY); + const cosY = Math.cos(rotationY); + const sinX = Math.sin(rotationX); + const cosX = Math.cos(rotationX); + const sinZ = Math.sin(rotationZ); + const cosZ = Math.cos(rotationZ); + + const fov = 1500; + const scaleFactor = this.scaleFactor; + + if (!this.xyz || !this.types) { + this.animationId = requestAnimationFrame(this.animate); + return; + } + + // Loop particles + for (let i = 0; i < this.count; i++) { + const x = this.xyz[i * 3]; + const y = this.xyz[i * 3 + 1]; + const z = this.xyz[i * 3 + 2]; + + // Scale to screen + const px = x * scaleFactor; + const py = y * scaleFactor; + const pz = z * scaleFactor; + + // Rotate Y then X then Z + const x1 = px * cosY - pz * sinY; + const z1 = pz * cosY + px * sinY; + const y2 = py * cosX - z1 * sinX; + const z2 = z1 * cosX + py * sinX; + const x3 = x1 * cosZ - y2 * sinZ; + const y3 = y2 * cosZ + x1 * sinZ; + const z3 = z2; + + const scale = fov / (fov + z3); + + if (z3 > -fov) { + const x2d = cx + x3 * scale; + const y2d = cy + y3 * scale; + + const type = this.types[i]; + const sizeBase = type === 0 ? 2.4 : 1.5; + const size = sizeBase * scale; + + let alpha = scale * scale * scale; + if (alpha > 1) alpha = 1; + if (alpha < 0.15) continue; + + if (type === 0) { + // Planet: warm-ish + this.ctx.fillStyle = `rgba(255, 240, 220, ${alpha})`; + } else { + // Ring: cool-ish + this.ctx.fillStyle = `rgba(220, 240, 255, ${alpha})`; + } + + // Render as small rectangles (faster than arc) + this.ctx.fillRect(x2d, y2d, size, size); + } + } + + this.animationId = requestAnimationFrame(this.animate); + } + + // Stop animations and release resources + destroy() { + if (this.animationId) { + cancelAnimationFrame(this.animationId); + this.animationId = 0; + } + // Intentionally do not null out arrays to allow reuse if desired. + } +} |