import { useRef, useMemo } from "react";
import { Canvas, useFrame } from "@react-three/fiber";
import { Float } from "@react-three/drei";
import * as THREE from "three";
const NODE_COUNT = 32;
const GRID_SPACING = 1.1;
const EDGE_MAX_DIST = 1.6;
const PACKET_COUNT = 8;
interface GridNode {
position: THREE.Vector3;
phase: number;
baseScale: number;
}
interface Edge {
from: number;
to: number;
}
interface Packet {
edgeIndex: number;
progress: number;
speed: number;
direction: 1 | -1;
}
/* Generate nodes on a gently curved grid */
function generateGridNodes(): GridNode[] {
const nodes: GridNode[] = [];
const cols = 6;
const rows = 5;
for (let row = 0; row < rows; row++) {
// Offset every other row for a hex-like feel
const colsInRow = row % 2 === 0 ? cols : cols - 1;
const offsetX = row % 2 === 0 ? 0 : GRID_SPACING * 0.5;
for (let col = 0; col < colsInRow; col++) {
if (nodes.length >= NODE_COUNT) break;
const x =
(col - (colsInRow - 1) / 2) * GRID_SPACING + offsetX;
const z = (row - (rows - 1) / 2) * (GRID_SPACING * 0.85);
// Gentle curve — bowl shape
const dist = Math.sqrt(x * x + z * z);
const y = dist * dist * 0.03;
// Slight random jitter
const jx = (Math.random() - 0.5) * 0.15;
const jz = (Math.random() - 0.5) * 0.15;
nodes.push({
position: new THREE.Vector3(x + jx, y, z + jz),
phase: Math.random() * Math.PI * 2,
baseScale: 0.03 + Math.random() * 0.015,
});
}
}
return nodes;
}
/* Generate edges between nearby nodes */
function generateEdges(nodes: GridNode[]): Edge[] {
const edges: Edge[] = [];
for (let i = 0; i < nodes.length; i++) {
for (let j = i + 1; j < nodes.length; j++) {
if (
nodes[i].position.distanceTo(nodes[j].position) < EDGE_MAX_DIST
) {
edges.push({ from: i, to: j });
}
}
}
return edges;
}
/* ─── Grid node (sphere with pulse) ─── */
function GridNodes({ nodes }: { nodes: GridNode[] }) {
const meshRefs = useRef<(THREE.Mesh | null)[]>([]);
useFrame(({ clock }) => {
const t = clock.getElapsedTime();
meshRefs.current.forEach((mesh, i) => {
if (!mesh) return;
const node = nodes[i];
const pulse = Math.sin(t * 1.5 + node.phase);
const mat = mesh.material as THREE.MeshBasicMaterial;
mat.opacity = 0.25 + 0.35 * Math.max(0, pulse);
const s =
node.baseScale * (1 + 0.4 * Math.max(0, pulse));
mesh.scale.setScalar(s / node.baseScale);
});
});
return (
{nodes.map((node, i) => (
{
meshRefs.current[i] = el;
}}
position={node.position}
>
))}
);
}
/* ─── Connection lines between nodes ─── */
function ConnectionLines({
nodes,
edges,
}: {
nodes: GridNode[];
edges: Edge[];
}) {
const lines = useMemo(() => {
return edges.map((edge) => {
const geo = new THREE.BufferGeometry().setFromPoints([
nodes[edge.from].position,
nodes[edge.to].position,
]);
const mat = new THREE.LineBasicMaterial({
color: "#a1a1aa",
transparent: true,
opacity: 0.06,
});
return new THREE.Line(geo, mat);
});
}, [nodes, edges]);
return (
{lines.map((line, i) => (
))}
);
}
/* ─── Light packets traveling along edges ─── */
function Packets({
nodes,
edges,
}: {
nodes: GridNode[];
edges: Edge[];
}) {
const meshRefs = useRef<(THREE.Mesh | null)[]>([]);
const glowRefs = useRef<(THREE.Mesh | null)[]>([]);
const packetsRef = useRef([]);
// Initialize packets
if (packetsRef.current.length === 0 && edges.length > 0) {
packetsRef.current = Array.from(
{ length: PACKET_COUNT },
() => ({
edgeIndex: Math.floor(Math.random() * edges.length),
progress: Math.random(),
speed: 0.003 + Math.random() * 0.004,
direction: (Math.random() > 0.5 ? 1 : -1) as 1 | -1,
}),
);
}
useFrame(() => {
packetsRef.current.forEach((packet, i) => {
const mesh = meshRefs.current[i];
const glow = glowRefs.current[i];
if (!mesh || !glow) return;
// Advance
packet.progress += packet.speed * packet.direction;
// When reaching end, jump to a connected edge
if (packet.progress > 1 || packet.progress < 0) {
const currentEdge = edges[packet.edgeIndex];
const endNode =
packet.direction === 1
? currentEdge.to
: currentEdge.from;
// Find edges connected to end node
const connected = edges
.map((e, idx) => ({ e, idx }))
.filter(
({ e, idx }) =>
idx !== packet.edgeIndex &&
(e.from === endNode || e.to === endNode),
);
if (connected.length > 0) {
const next =
connected[Math.floor(Math.random() * connected.length)];
packet.edgeIndex = next.idx;
packet.direction =
next.e.from === endNode ? 1 : -1;
packet.progress = packet.direction === 1 ? 0 : 1;
} else {
packet.direction *= -1 as 1 | -1;
packet.progress = THREE.MathUtils.clamp(
packet.progress,
0,
1,
);
}
}
// Position along edge
const edge = edges[packet.edgeIndex];
const from = nodes[edge.from].position;
const to = nodes[edge.to].position;
const pos = new THREE.Vector3().lerpVectors(
from,
to,
packet.progress,
);
mesh.position.copy(pos);
glow.position.copy(pos);
});
});
return (
{Array.from({ length: PACKET_COUNT }, (_, i) => (
{/* Core */}
{
meshRefs.current[i] = el;
}}
>
{/* Glow */}
{
glowRefs.current[i] = el;
}}
>
))}
);
}
/* ─── Deploy burst — periodic flare on a random node ─── */
function DeployBursts({ nodes }: { nodes: GridNode[] }) {
const ringRef = useRef(null);
const burstNodeRef = useRef(0);
const lastBurstRef = useRef(0);
useFrame(({ clock }) => {
const t = clock.getElapsedTime();
// Trigger a burst every ~5 seconds
if (t - lastBurstRef.current > 5) {
burstNodeRef.current = Math.floor(
Math.random() * nodes.length,
);
lastBurstRef.current = t;
}
if (ringRef.current) {
const elapsed = t - lastBurstRef.current;
const node = nodes[burstNodeRef.current];
ringRef.current.position.copy(node.position);
if (elapsed < 1.5) {
const scale = 1 + elapsed * 2;
ringRef.current.scale.setScalar(scale);
const mat = ringRef.current
.material as THREE.MeshBasicMaterial;
mat.opacity = 0.12 * (1 - elapsed / 1.5);
} else {
const mat = ringRef.current
.material as THREE.MeshBasicMaterial;
mat.opacity = 0;
}
}
});
return (
);
}
/* ─── Full scene ─── */
function ComputeMesh() {
const groupRef = useRef(null);
const nodes = useMemo(() => generateGridNodes(), []);
const edges = useMemo(() => generateEdges(nodes), [nodes]);
// Static orientation — no spinning
return (
);
}
export function ComputeMeshScene() {
return (
);
}