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// 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);
}
}
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