Files
open-gsio/packages/client/src/components/landing-component/Particles.tsx
geoffsee 0ff8b5c03e * Introduced BevyScene React component in landing-component for rendering a 3D cockpit visualization.
* Included WebAssembly asset `yachtpit.js` for cockpit functionality.
* Added Bevy MIT license file.
* Implemented a service worker to cache assets locally instead of fetching them remotely.
* Added collapsible functionality to **Tweakbox** and included the `@chakra-ui/icons` dependency.
* Applied the `hidden` prop to the Tweakbox Heading for better accessibility.
* Refactored **Particles** component for improved performance, clarity, and maintainability.

  * Introduced helper functions for particle creation and count management.
  * Added responsive resizing with particle repositioning.
  * Optimized animation updates, including velocity adjustments for speed changes.
  * Ensured canvas size and particle state are cleanly managed on component unmount.
2025-07-17 13:47:50 -04:00

162 lines
4.8 KiB
TypeScript

import { Box, useTheme } from '@chakra-ui/react';
import React, { useEffect, useRef } from 'react';
interface ParticlesProps {
speed: number;
intensity: number;
particles: boolean;
glow: boolean;
}
interface Particle {
x: number;
y: number;
vx: number;
vy: number;
size: number;
}
const Particles: React.FC<ParticlesProps> = ({ speed, intensity, particles, glow }) => {
const canvasRef = useRef<HTMLCanvasElement>(null);
const particlesRef = useRef<Particle[]>([]);
const animationFrameRef = useRef<number | undefined>(undefined);
const theme = useTheme();
// Helper function to create a single particle with proper canvas dimensions
const createParticle = (canvas: HTMLCanvasElement): Particle => ({
x: Math.random() * canvas.parentElement!.getBoundingClientRect().width,
y: Math.random() * canvas.parentElement!.getBoundingClientRect().height,
vx: (Math.random() - 0.5) * speed,
vy: (Math.random() - 0.5) * speed,
size: Math.random() * 3 + 1,
});
// Main animation effect
useEffect(() => {
if (!particles) {
if (animationFrameRef.current) {
cancelAnimationFrame(animationFrameRef.current);
animationFrameRef.current = undefined;
}
particlesRef.current = []; // Clear particles when disabled
return;
}
const canvas = canvasRef.current;
if (!canvas) return;
const ctx = canvas.getContext('2d');
if (!ctx) return;
const resizeCanvas = () => {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
// Reposition existing particles that are outside new bounds
particlesRef.current.forEach(particle => {
if (particle.x > canvas.width) particle.x = Math.random() * canvas.width;
if (particle.y > canvas.height) particle.y = Math.random() * canvas.height;
});
};
const ensureParticleCount = () => {
const targetCount = Math.floor(intensity * 100);
const currentCount = particlesRef.current.length;
if (currentCount < targetCount) {
// Add new particles
const newParticles = Array.from({ length: targetCount - currentCount }, () =>
createParticle(canvas),
);
particlesRef.current = [...particlesRef.current, ...newParticles];
} else if (currentCount > targetCount) {
// Remove excess particles
particlesRef.current = particlesRef.current.slice(0, targetCount);
}
};
const updateParticles = () => {
particlesRef.current.forEach(particle => {
particle.x += particle.vx;
particle.y += particle.vy;
if (particle.x < 0) particle.x = canvas.width;
if (particle.x > canvas.width) particle.x = 0;
if (particle.y < 0) particle.y = canvas.height;
if (particle.y > canvas.height) particle.y = 0;
});
};
const drawParticles = () => {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = theme.colors.text.accent;
ctx.globalCompositeOperation = 'lighter';
if (glow) {
ctx.shadowBlur = 10;
ctx.shadowColor = 'white';
} else {
ctx.shadowBlur = 0;
}
particlesRef.current.forEach(particle => {
ctx.beginPath();
ctx.arc(particle.x, particle.y, particle.size, 0, Math.PI * 2);
ctx.fill();
});
};
const animate = () => {
updateParticles();
drawParticles();
animationFrameRef.current = requestAnimationFrame(animate);
};
const handleResize = () => {
resizeCanvas();
};
window.addEventListener('resize', handleResize);
resizeCanvas(); // Set canvas size first
ensureParticleCount(); // Then create particles with proper dimensions
animate();
return () => {
window.removeEventListener('resize', handleResize);
if (animationFrameRef.current) {
cancelAnimationFrame(animationFrameRef.current);
animationFrameRef.current = undefined;
}
};
}, [particles, intensity, speed, glow, theme.colors.text.accent]);
// Separate effect for speed changes - update existing particle velocities
useEffect(() => {
if (!particles) return;
particlesRef.current.forEach(particle => {
const currentSpeed = Math.sqrt(particle.vx * particle.vx + particle.vy * particle.vy);
if (currentSpeed > 0) {
const normalizedVx = particle.vx / currentSpeed;
const normalizedVy = particle.vy / currentSpeed;
particle.vx = normalizedVx * speed;
particle.vy = normalizedVy * speed;
} else {
particle.vx = (Math.random() - 0.5) * speed;
particle.vy = (Math.random() - 0.5) * speed;
}
});
}, [speed, particles]);
return (
<Box zIndex={0} pointerEvents={'none'}>
<canvas
ref={canvasRef}
style={{ display: particles ? 'block' : 'none', pointerEvents: 'none' }}
/>
</Box>
);
};
export default Particles;