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author苏向夜 <fu050409@163.com>2026-01-19 14:17:32 +0800
committer苏向夜 <fu050409@163.com>2026-01-19 14:17:32 +0800
commitda0d79f0db873c08fab3bc85023167e174d18b0e (patch)
tree4a1934780d0d723ec8b834088188d4714f2cf3e7 /ui/src/lib/effects
parent887e415314014c3da7db3048fa0e724f3078c5cb (diff)
downloadDropOut-da0d79f0db873c08fab3bc85023167e174d18b0e.tar.gz
DropOut-da0d79f0db873c08fab3bc85023167e174d18b0e.zip
chore(ui): refactor workspace to monorepo
Diffstat (limited to 'ui/src/lib/effects')
-rw-r--r--ui/src/lib/effects/ConstellationEffect.ts162
-rw-r--r--ui/src/lib/effects/SaturnEffect.ts340
2 files changed, 0 insertions, 502 deletions
diff --git a/ui/src/lib/effects/ConstellationEffect.ts b/ui/src/lib/effects/ConstellationEffect.ts
deleted file mode 100644
index d2db529..0000000
--- a/ui/src/lib/effects/ConstellationEffect.ts
+++ /dev/null
@@ -1,162 +0,0 @@
-export class ConstellationEffect {
- private canvas: HTMLCanvasElement;
- private ctx: CanvasRenderingContext2D;
- private width: number = 0;
- private height: number = 0;
- private particles: Particle[] = [];
- private animationId: number = 0;
- private mouseX: number = -1000;
- private mouseY: number = -1000;
-
- // Configuration
- private readonly particleCount = 100;
- private readonly connectionDistance = 150;
- private readonly particleSpeed = 0.5;
-
- constructor(canvas: HTMLCanvasElement) {
- this.canvas = canvas;
- this.ctx = canvas.getContext("2d", { alpha: true })!;
-
- // Bind methods
- this.animate = this.animate.bind(this);
- this.handleMouseMove = this.handleMouseMove.bind(this);
-
- // Initial setup
- this.resize(window.innerWidth, window.innerHeight);
- this.initParticles();
-
- // Mouse interaction
- window.addEventListener("mousemove", this.handleMouseMove);
-
- // Start animation
- this.animate();
- }
-
- resize(width: number, height: number) {
- const dpr = window.devicePixelRatio || 1;
- this.width = width;
- this.height = height;
-
- this.canvas.width = width * dpr;
- this.canvas.height = height * dpr;
- this.canvas.style.width = `${width}px`;
- this.canvas.style.height = `${height}px`;
-
- this.ctx.scale(dpr, dpr);
-
- // Re-initialize if screen size changes significantly to maintain density
- if (this.particles.length === 0) {
- this.initParticles();
- }
- }
-
- private initParticles() {
- this.particles = [];
- // Adjust density based on screen area
- const area = this.width * this.height;
- const density = Math.floor(area / 15000); // 1 particle per 15000px²
- const count = Math.min(Math.max(density, 50), 200); // Clamp between 50 and 200
-
- for (let i = 0; i < count; i++) {
- this.particles.push(new Particle(this.width, this.height, this.particleSpeed));
- }
- }
-
- private handleMouseMove(e: MouseEvent) {
- const rect = this.canvas.getBoundingClientRect();
- this.mouseX = e.clientX - rect.left;
- this.mouseY = e.clientY - rect.top;
- }
-
- animate() {
- this.ctx.clearRect(0, 0, this.width, this.height);
-
- // Update and draw particles
- this.particles.forEach((p) => {
- p.update(this.width, this.height);
- p.draw(this.ctx);
- });
-
- // Draw lines
- this.drawConnections();
-
- this.animationId = requestAnimationFrame(this.animate);
- }
-
- private drawConnections() {
- this.ctx.lineWidth = 1;
-
- for (let i = 0; i < this.particles.length; i++) {
- const p1 = this.particles[i];
-
- // Connect to mouse if close
- const distMouse = Math.hypot(p1.x - this.mouseX, p1.y - this.mouseY);
- if (distMouse < this.connectionDistance + 50) {
- const alpha = 1 - distMouse / (this.connectionDistance + 50);
- this.ctx.strokeStyle = `rgba(255, 255, 255, ${alpha * 0.4})`; // Brighter near mouse
- this.ctx.beginPath();
- this.ctx.moveTo(p1.x, p1.y);
- this.ctx.lineTo(this.mouseX, this.mouseY);
- this.ctx.stroke();
-
- // Gently attract to mouse
- if (distMouse > 10) {
- p1.x += (this.mouseX - p1.x) * 0.005;
- p1.y += (this.mouseY - p1.y) * 0.005;
- }
- }
-
- // Connect to other particles
- for (let j = i + 1; j < this.particles.length; j++) {
- const p2 = this.particles[j];
- const dist = Math.hypot(p1.x - p2.x, p1.y - p2.y);
-
- if (dist < this.connectionDistance) {
- const alpha = 1 - dist / this.connectionDistance;
- this.ctx.strokeStyle = `rgba(255, 255, 255, ${alpha * 0.15})`;
- this.ctx.beginPath();
- this.ctx.moveTo(p1.x, p1.y);
- this.ctx.lineTo(p2.x, p2.y);
- this.ctx.stroke();
- }
- }
- }
- }
-
- destroy() {
- cancelAnimationFrame(this.animationId);
- window.removeEventListener("mousemove", this.handleMouseMove);
- }
-}
-
-class Particle {
- x: number;
- y: number;
- vx: number;
- vy: number;
- size: number;
-
- constructor(w: number, h: number, speed: number) {
- this.x = Math.random() * w;
- this.y = Math.random() * h;
- this.vx = (Math.random() - 0.5) * speed;
- this.vy = (Math.random() - 0.5) * speed;
- this.size = Math.random() * 2 + 1;
- }
-
- update(w: number, h: number) {
- this.x += this.vx;
- this.y += this.vy;
-
- // Bounce off walls
- if (this.x < 0 || this.x > w) this.vx *= -1;
- if (this.y < 0 || this.y > h) this.vy *= -1;
- }
-
- draw(ctx: CanvasRenderingContext2D) {
- ctx.fillStyle = "rgba(255, 255, 255, 0.4)";
- ctx.beginPath();
- ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
- ctx.fill();
- }
-}
diff --git a/ui/src/lib/effects/SaturnEffect.ts b/ui/src/lib/effects/SaturnEffect.ts
deleted file mode 100644
index 357da9d..0000000
--- a/ui/src/lib/effects/SaturnEffect.ts
+++ /dev/null
@@ -1,340 +0,0 @@
-// Optimized Saturn Effect for low-end hardware
-// Uses TypedArrays for memory efficiency and reduced particle density
-
-export class SaturnEffect {
- private canvas: HTMLCanvasElement;
- private ctx: CanvasRenderingContext2D;
- private width: number = 0;
- private height: number = 0;
-
- // Data-oriented design for performance
- // xyz: Float32Array where [i*3, i*3+1, i*3+2] corresponds to x, y, z
- private xyz: Float32Array | null = null;
- // types: Uint8Array where 0 = planet, 1 = ring
- private types: Uint8Array | null = null;
- private count: number = 0;
-
- private animationId: number = 0;
- private angle: number = 0;
- private scaleFactor: number = 1;
-
- // Mouse interaction properties
- private isDragging: boolean = false;
- private lastMouseX: number = 0;
- private lastMouseTime: number = 0;
- private mouseVelocities: number[] = []; // Store recent velocities for averaging
-
- // Rotation speed control
- private readonly baseSpeed: number = 0.005; // Original rotation speed
- private currentSpeed: number = 0.005; // Current rotation speed (can be modified by mouse)
- private rotationDirection: number = 1; // 1 for clockwise, -1 for counter-clockwise
- private readonly speedDecayRate: number = 0.992; // How fast speed returns to normal (closer to 1 = slower decay)
- private readonly minSpeedMultiplier: number = 1; // Minimum speed is baseSpeed
- private readonly maxSpeedMultiplier: number = 50; // Maximum speed is 50x baseSpeed
- private isStopped: boolean = false; // Whether the user has stopped the rotation
-
- constructor(canvas: HTMLCanvasElement) {
- this.canvas = canvas;
- this.ctx = canvas.getContext("2d", {
- alpha: true,
- desynchronized: false, // default is usually fine, 'desynchronized' can help latency but might flicker
- })!;
-
- // Initial resize will set up everything
- this.resize(window.innerWidth, window.innerHeight);
- this.initParticles();
-
- this.animate = this.animate.bind(this);
- this.animate();
- }
-
- // Public methods for external mouse event handling
- // These can be called from any element that wants to control the Saturn rotation
-
- handleMouseDown(clientX: number) {
- this.isDragging = true;
- this.lastMouseX = clientX;
- this.lastMouseTime = performance.now();
- this.mouseVelocities = [];
- }
-
- handleMouseMove(clientX: number) {
- if (!this.isDragging) return;
-
- const currentTime = performance.now();
- const deltaTime = currentTime - this.lastMouseTime;
-
- if (deltaTime > 0) {
- const deltaX = clientX - this.lastMouseX;
- const velocity = deltaX / deltaTime; // pixels per millisecond
-
- // Store recent velocities (keep last 5 for smoothing)
- this.mouseVelocities.push(velocity);
- if (this.mouseVelocities.length > 5) {
- this.mouseVelocities.shift();
- }
-
- // Apply direct rotation while dragging
- this.angle += deltaX * 0.002;
- }
-
- this.lastMouseX = clientX;
- this.lastMouseTime = currentTime;
- }
-
- handleMouseUp() {
- if (this.isDragging && this.mouseVelocities.length > 0) {
- this.applyFlingVelocity();
- }
- this.isDragging = false;
- }
-
- handleTouchStart(clientX: number) {
- this.isDragging = true;
- this.lastMouseX = clientX;
- this.lastMouseTime = performance.now();
- this.mouseVelocities = [];
- }
-
- handleTouchMove(clientX: number) {
- if (!this.isDragging) return;
-
- const currentTime = performance.now();
- const deltaTime = currentTime - this.lastMouseTime;
-
- if (deltaTime > 0) {
- const deltaX = clientX - this.lastMouseX;
- const velocity = deltaX / deltaTime;
-
- this.mouseVelocities.push(velocity);
- if (this.mouseVelocities.length > 5) {
- this.mouseVelocities.shift();
- }
-
- this.angle += deltaX * 0.002;
- }
-
- this.lastMouseX = clientX;
- this.lastMouseTime = currentTime;
- }
-
- handleTouchEnd() {
- if (this.isDragging && this.mouseVelocities.length > 0) {
- this.applyFlingVelocity();
- }
- this.isDragging = false;
- }
-
- private applyFlingVelocity() {
- // Calculate average velocity from recent samples
- const avgVelocity =
- this.mouseVelocities.reduce((a, b) => a + b, 0) / this.mouseVelocities.length;
-
- // Threshold for considering it a "fling" (pixels per millisecond)
- const flingThreshold = 0.3;
- // Threshold for considering the rotation as "stopped" by user
- const stopThreshold = 0.1;
-
- if (Math.abs(avgVelocity) > flingThreshold) {
- // User flung it - start rotating again
- this.isStopped = false;
-
- // Determine new direction based on fling direction
- const newDirection = avgVelocity > 0 ? 1 : -1;
-
- // If direction changed, update it permanently
- if (newDirection !== this.rotationDirection) {
- this.rotationDirection = newDirection;
- }
-
- // Calculate speed boost based on fling strength
- // Map velocity to speed multiplier (stronger fling = faster rotation)
- const speedMultiplier = Math.min(
- this.maxSpeedMultiplier,
- this.minSpeedMultiplier + Math.abs(avgVelocity) * 10,
- );
-
- this.currentSpeed = this.baseSpeed * speedMultiplier;
- } else if (Math.abs(avgVelocity) < stopThreshold) {
- // User gently released - keep it stopped
- this.isStopped = true;
- this.currentSpeed = 0;
- }
- // If velocity is between stopThreshold and flingThreshold,
- // keep current state (don't change isStopped)
- }
-
- resize(width: number, height: number) {
- const dpr = window.devicePixelRatio || 1;
- this.width = width;
- this.height = height;
-
- this.canvas.width = width * dpr;
- this.canvas.height = height * dpr;
- this.canvas.style.width = `${width}px`;
- this.canvas.style.height = `${height}px`;
-
- this.ctx.scale(dpr, dpr);
-
- // Dynamic scaling based on screen size
- const minDim = Math.min(width, height);
- this.scaleFactor = minDim * 0.45;
- }
-
- initParticles() {
- // Significantly reduced particle count for CPU optimization
- // Planet: 1800 -> 1000
- // Rings: 5000 -> 2500
- // Total approx 3500 vs 6800 previously (approx 50% reduction)
- const planetCount = 1000;
- const ringCount = 2500;
- this.count = planetCount + ringCount;
-
- // Use TypedArrays for better memory locality
- this.xyz = new Float32Array(this.count * 3);
- this.types = new Uint8Array(this.count);
-
- let idx = 0;
-
- // 1. Planet
- for (let i = 0; i < planetCount; i++) {
- const theta = Math.random() * Math.PI * 2;
- const phi = Math.acos(Math.random() * 2 - 1);
- const r = 1.0;
-
- // x, y, z
- 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; // 0 for planet
- idx++;
- }
-
- // 2. Rings
- const ringInner = 1.4;
- const ringOuter = 2.3;
-
- for (let i = 0; i < ringCount; i++) {
- const angle = Math.random() * Math.PI * 2;
- const dist = Math.sqrt(
- Math.random() * (ringOuter * ringOuter - ringInner * ringInner) + ringInner * ringInner,
- );
-
- // x, y, z
- 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; // 1 for ring
- idx++;
- }
- }
-
- animate() {
- this.ctx.clearRect(0, 0, this.width, this.height);
-
- // Normal blending
- this.ctx.globalCompositeOperation = "source-over";
-
- // Update rotation speed - decay towards base speed while maintaining direction
- if (!this.isDragging && !this.isStopped) {
- if (this.currentSpeed > this.baseSpeed) {
- // Gradually decay speed back to base speed
- this.currentSpeed =
- this.baseSpeed + (this.currentSpeed - this.baseSpeed) * this.speedDecayRate;
-
- // Snap to base speed when close enough
- if (this.currentSpeed - this.baseSpeed < 0.00001) {
- this.currentSpeed = this.baseSpeed;
- }
- }
-
- // Apply rotation with current speed and direction
- this.angle += this.currentSpeed * this.rotationDirection;
- }
-
- const cx = this.width * 0.6;
- const cy = this.height * 0.5;
-
- // Pre-calculate rotation matrices
- 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) return;
-
- 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];
-
- // Apply Scale
- const px = x * scaleFactor;
- const py = y * scaleFactor;
- const pz = z * scaleFactor;
-
- // 1. Rotate Y
- const x1 = px * cosY - pz * sinY;
- const z1 = pz * cosY + px * sinY;
- // y1 = py
-
- // 2. Rotate X
- const y2 = py * cosX - z1 * sinX;
- const z2 = z1 * cosX + py * sinX;
- // x2 = x1
-
- // 3. Rotate Z
- 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;
-
- // Size calculation - slightly larger dots to compensate for lower count
- // Previously Planet 2.0 -> 2.4, Ring 1.3 -> 1.5
- const type = this.types[i];
- const sizeBase = type === 0 ? 2.4 : 1.5;
- const size = sizeBase * scale;
-
- // Opacity
- let alpha = scale * scale * scale;
- if (alpha > 1) alpha = 1;
- if (alpha < 0.15) continue; // Skip very faint particles for performance
-
- // Optimization: Planet color vs Ring color
- if (type === 0) {
- // Planet: Warm White
- this.ctx.fillStyle = `rgba(255, 240, 220, ${alpha})`;
- } else {
- // Ring: Cool White
- this.ctx.fillStyle = `rgba(220, 240, 255, ${alpha})`;
- }
-
- // Render as squares (fillRect) instead of circles (arc)
- // This is significantly faster for software rendering and reduces GPU usage.
- this.ctx.fillRect(x2d, y2d, size, size);
- }
- }
-
- this.animationId = requestAnimationFrame(this.animate);
- }
-
- destroy() {
- cancelAnimationFrame(this.animationId);
- }
-}