fix effect
This commit is contained in:
@@ -2,113 +2,141 @@ import React, { useRef, useMemo } from 'react';
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import { useFrame } from '@react-three/fiber';
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import * as THREE from 'three';
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const SPHERE_PRESETS = {
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// --- Galaxy Effect (skill) ---
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const GALAXY_COUNT = 600;
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const ARM_COUNT = 4;
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const MAX_RADIUS = 0.6;
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const GALAXY_PRESETS = {
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sun: {
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layers: [
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{ radius: 0.3, segments: 64, size: 0.015, opacity: 0.5 },
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{ radius: 0.22, segments: 48, size: 0.02, opacity: 0.3 },
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{ radius: 0.38, segments: 40, size: 0.008, opacity: 0.2 },
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],
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coreColor: [1.0, 0.8, 0.3],
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armColor: [1.0, 0.5, 0.1],
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tipColor: [1.0, 1.0, 0.7],
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lightColor: '#ffaa22',
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lightIntensity: 1.5,
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rotateSpeed: 1.5,
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pulseSpeed: 2.0,
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pulseRange: 0.25,
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colorFn: (normDist, layerIdx) => {
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if (layerIdx === 0) return [1.0, 0.7 + normDist * 0.3, 0.1];
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if (layerIdx === 1) return [1.0, 0.4, 0.05];
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return [1.0, 0.9, 0.5];
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},
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},
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moon: {
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layers: [
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{ radius: 0.2, segments: 48, size: 0.01, opacity: 0.4 },
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{ radius: 0.26, segments: 32, size: 0.006, opacity: 0.15 },
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],
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lightColor: '#aaccff',
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lightIntensity: 1.0,
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rotateSpeed: 0.8,
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pulseSpeed: 1.0,
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pulseRange: 0.12,
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colorFn: (normDist, layerIdx) => {
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if (layerIdx === 0) return [0.7, 0.8, 1.0];
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return [0.5, 0.6, 1.0];
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},
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},
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earth: {
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layers: [
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{ radius: 0.25, segments: 56, size: 0.012, opacity: 0.7 },
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{ radius: 0.32, segments: 36, size: 0.007, opacity: 0.25 },
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],
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lightColor: '#44aaff',
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lightIntensity: 2.5,
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rotateSpeed: 1.0,
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pulseSpeed: 1.5,
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pulseRange: 0.18,
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colorFn: (normDist, layerIdx) => {
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if (layerIdx === 0) return [0.2, 0.6 + normDist * 0.4, 1.0];
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return [0.1, 0.8, 0.6];
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},
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},
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neutron: {
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layers: [
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{ radius: 0.15, segments: 72, size: 0.008, opacity: 0.9 },
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{ radius: 0.1, segments: 48, size: 0.015, opacity: 0.6 },
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{ radius: 0.22, segments: 32, size: 0.005, opacity: 0.3 },
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],
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lightColor: '#8844ff',
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lightIntensity: 4,
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rotateSpeed: 3.0,
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pulseSpeed: 3.0,
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pulseRange: 0.35,
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colorFn: (normDist, layerIdx) => {
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if (layerIdx === 0) return [0.9, 0.3, 1.0];
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if (layerIdx === 1) return [1.0, 1.0, 1.0];
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return [0.5, 0.1, 1.0];
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},
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spread: 1.0,
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},
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};
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function ParticleLayer({ radius, segments, size, opacity, colorFn, layerIdx }) {
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const data = useMemo(() => {
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const geo = new THREE.SphereGeometry(radius, segments, segments);
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const posArr = new Float32Array(geo.attributes.position.array);
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const colArr = new Float32Array(posArr.length);
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for (let i = 0; i < posArr.length; i += 3) {
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const x = posArr[i], y = posArr[i + 1], z = posArr[i + 2];
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const dist = Math.sqrt(x * x + y * y + z * z);
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const normDist = dist / (radius || 1);
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const [r, g, b] = colorFn(normDist, layerIdx);
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colArr[i] = r;
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colArr[i + 1] = g;
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colArr[i + 2] = b;
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function buildGalaxy(preset) {
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const positions = new Float32Array(GALAXY_COUNT * 3);
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const colors = new Float32Array(GALAXY_COUNT * 3);
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const randoms = new Float32Array(GALAXY_COUNT);
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for (let i = 0; i < GALAXY_COUNT; i++) {
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const i3 = i * 3;
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const arm = i % ARM_COUNT;
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const armAngle = (arm / ARM_COUNT) * Math.PI * 2;
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const t = Math.random();
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const r = t * MAX_RADIUS;
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const twist = t * Math.PI * 2.5;
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const angle = armAngle + twist;
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const scatter = (1 - t * 0.5) * 0.08 * preset.spread;
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positions[i3] = Math.cos(angle) * r + (Math.random() - 0.5) * scatter;
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positions[i3 + 1] = (Math.random() - 0.5) * 0.04 * (1 - t * 0.5);
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positions[i3 + 2] = Math.sin(angle) * r + (Math.random() - 0.5) * scatter;
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const core = preset.coreColor;
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const arm_ = preset.armColor;
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const tip = preset.tipColor;
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const c = t < 0.3
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? core.map((v, j) => v + (arm_[j] - v) * (t / 0.3))
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: arm_.map((v, j) => v + (tip[j] - v) * ((t - 0.3) / 0.7));
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colors[i3] = c[0];
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colors[i3 + 1] = c[1];
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colors[i3 + 2] = c[2];
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randoms[i] = Math.random();
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}
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return { positions, colors, randoms };
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}
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function GalaxyEffect({ position = [0, 1.0, 0], scale = 1 }) {
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const preset = GALAXY_PRESETS.sun;
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const groupRef = useRef();
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const pointsRef = useRef();
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const { positions, colors, randoms } = useMemo(() => buildGalaxy(preset), []);
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const basePositions = useRef(positions);
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useFrame(({ clock }) => {
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if (!groupRef.current || !pointsRef.current) return;
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const t = clock.getElapsedTime();
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groupRef.current.rotation.y = t * preset.rotateSpeed;
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groupRef.current.rotation.x = Math.sin(t * 0.3) * 0.15;
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const pulse = 1 + Math.sin(t * 2.0) * 0.1;
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groupRef.current.scale.setScalar(scale * pulse);
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const pos = pointsRef.current.geometry.attributes.position.array;
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const base = basePositions.current;
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for (let i = 0; i < GALAXY_COUNT; i++) {
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const i3 = i * 3;
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const drift = Math.sin(t * 1.5 + randoms[i] * 10) * 0.02;
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pos[i3] = base[i3] + drift;
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pos[i3 + 1] = base[i3 + 1] + Math.sin(t * 2 + randoms[i] * 6) * 0.01;
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pos[i3 + 2] = base[i3 + 2] + drift * 0.7;
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}
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geo.dispose();
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return { positions: posArr, colors: colArr };
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}, [radius, segments, colorFn, layerIdx]);
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pointsRef.current.geometry.attributes.position.needsUpdate = true;
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});
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return (
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<points>
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<bufferGeometry>
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<bufferAttribute attach="attributes-position" array={data.positions} count={data.positions.length / 3} itemSize={3} />
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<bufferAttribute attach="attributes-color" array={data.colors} count={data.colors.length / 3} itemSize={3} />
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</bufferGeometry>
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<pointsMaterial
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transparent
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depthWrite={false}
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vertexColors
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opacity={opacity}
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size={size}
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blending={THREE.AdditiveBlending}
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/>
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</points>
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<group position={position} ref={groupRef}>
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<points ref={pointsRef}>
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<bufferGeometry>
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<bufferAttribute attach="attributes-position" array={positions.slice()} count={GALAXY_COUNT} itemSize={3} />
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<bufferAttribute attach="attributes-color" array={colors} count={GALAXY_COUNT} itemSize={3} />
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</bufferGeometry>
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<pointsMaterial transparent depthWrite={false} vertexColors opacity={0.6} size={0.012} blending={THREE.AdditiveBlending} />
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</points>
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<pointLight intensity={preset.lightIntensity} color={preset.lightColor} distance={3} />
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</group>
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);
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}
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function EnergySphere({ type = 'sun', position = [0, 1.5, 0], scale = 1 }) {
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// --- Sphere Effect (teleport) ---
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const SPHERE_PRESET = {
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layers: [
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{ radius: 0.2, segments: 48, size: 0.01, opacity: 0.4 },
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{ radius: 0.26, segments: 32, size: 0.006, opacity: 0.15 },
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],
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lightColor: '#aaccff',
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lightIntensity: 0.3,
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rotateSpeed: 0.8,
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pulseSpeed: 1.0,
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pulseRange: 0.12,
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colorFn: (normDist, layerIdx) => {
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if (layerIdx === 0) return [1.0, 0.8 + normDist * 0.15, 0.2];
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return [1.0, 0.7, 0.1];
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},
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};
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function buildSphereLayer(radius, segments, colorFn, layerIdx) {
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const geo = new THREE.SphereGeometry(radius, segments, segments);
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const posArr = new Float32Array(geo.attributes.position.array);
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const colArr = new Float32Array(posArr.length);
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for (let i = 0; i < posArr.length; i += 3) {
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const x = posArr[i], y = posArr[i + 1], z = posArr[i + 2];
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const dist = Math.sqrt(x * x + y * y + z * z);
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const normDist = dist / (radius || 1);
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const [r, g, b] = colorFn(normDist, layerIdx);
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colArr[i] = r;
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colArr[i + 1] = g;
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colArr[i + 2] = b;
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}
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geo.dispose();
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return { positions: posArr, colors: colArr };
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}
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function SphereEffect({ position = [0, 1.0, 0], scale = 1 }) {
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const groupRef = useRef();
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const layerRefs = useRef([]);
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const preset = SPHERE_PRESETS[type] || SPHERE_PRESETS.sun;
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const preset = SPHERE_PRESET;
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const layerData = useMemo(() =>
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preset.layers.map((l, i) => buildSphereLayer(l.radius, l.segments, preset.colorFn, i)),
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[]);
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useFrame(({ clock }) => {
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if (!groupRef.current) return;
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@@ -130,20 +158,27 @@ function EnergySphere({ type = 'sun', position = [0, 1.5, 0], scale = 1 }) {
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<group position={position} ref={groupRef}>
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{preset.layers.map((layer, i) => (
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<group key={i} ref={el => layerRefs.current[i] = el}>
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<ParticleLayer
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radius={layer.radius}
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segments={layer.segments}
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size={layer.size}
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opacity={layer.opacity}
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colorFn={preset.colorFn}
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layerIdx={i}
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/>
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<points>
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<bufferGeometry>
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<bufferAttribute attach="attributes-position" array={layerData[i].positions} count={layerData[i].positions.length / 3} itemSize={3} />
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<bufferAttribute attach="attributes-color" array={layerData[i].colors} count={layerData[i].colors.length / 3} itemSize={3} />
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</bufferGeometry>
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<pointsMaterial transparent depthWrite={false} vertexColors opacity={layer.opacity} size={layer.size} blending={THREE.AdditiveBlending} />
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</points>
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</group>
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))}
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<pointLight position={[0, 0, 0]} intensity={preset.lightIntensity} color={preset.lightColor} distance={3} />
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</group>
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);
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}
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export { EnergySphere, SPHERE_PRESETS };
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// --- Unified export ---
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function EnergySphere({ type = 'sun', position = [0, 1.0, 0], scale = 1 }) {
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if (type === 'earth' || type === 'moon') {
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return <SphereEffect position={position} scale={scale} />;
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}
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return <GalaxyEffect position={position} scale={scale} />;
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}
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export { EnergySphere };
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export default EnergySphere;
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