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* ExplosiveBurstEffect3D - Explosive particle burst effects for Jin trigram
*
* Creates explosive particle bursts with Korean cyberpunk aesthetic for
* Jin (Thunder) stance techniques on impact.
*
* **Korean Martial Arts Context:**
* - 진괘 (Jin): Thunder trigram explosive impact visualization
* - 폭발 (Pokbal): Explosion particle burst
* - 충격파 (Chunggyeokpa): Shockwave expansion
*
* @module components/shared/three/effects/ExplosiveBurstEffect3D
* @korean 폭발파열효과3D
*/
import { useFrame } from "@react-three/fiber";
import React, { useEffect, useMemo, useRef, useState } from "react";
import * as THREE from "three";
import { KOREAN_COLORS } from "../../../../types/constants";
/**
* Props for ExplosiveBurstEffect3D component
*/
export interface ExplosiveBurstEffect3DProps {
/** Position in 3D space [x, y, z] */
readonly position: [number, number, number];
/** Intensity of the burst (0-1) */
readonly intensity?: number;
/** Number of particles in the burst */
readonly particleCount?: number;
/** Duration in milliseconds */
readonly duration?: number;
/** Callback when effect completes */
readonly onComplete?: () => void;
/** Whether effect is active */
readonly active?: boolean;
/** Color theme for particles */
readonly color?: number;
}
/**
* Individual particle in the burst
*/
interface ParticleData {
position: THREE.Vector3;
velocity: THREE.Vector3;
life: number;
maxLife: number;
size: number;
}
/**
* Explosive particle burst with physics
*/
const ParticleBurst: React.FC<{
position: [number, number, number];
particles: ParticleData[];
color: number;
}> = ({ position, particles, color }) => {
const groupRef = useRef<THREE.Group>(null);
const particlesRef = useRef(particles);
// Keep particlesRef in sync with latest particles so useFrame animates current array
useEffect(() => {
particlesRef.current = particles;
}, [particles]);
// Store particle count to avoid accessing ref during render
const particleCount = particles.length;
// Create mesh refs array once
const meshRefsArray = useMemo(
() => particles.map(() => ({ current: null as THREE.Mesh | null })),
[particles]
);
useFrame((_, delta) => {
if (!groupRef.current) return;
// Update each particle
particlesRef.current.forEach((particle, i) => {
// Apply physics
particle.velocity.y -= 9.8 * delta; // Gravity
particle.velocity.multiplyScalar(0.98); // Air resistance
particle.position.addScaledVector(particle.velocity, delta);
// Update life
particle.life -= delta;
// Update mesh position and opacity via refs
const mesh = meshRefsArray[i]?.current;
if (mesh) {
mesh.position.copy(particle.position);
const alpha = Math.max(0, particle.life / particle.maxLife);
const material = mesh.material as THREE.MeshBasicMaterial;
material.opacity = alpha;
}
});
});
return (
<group ref={groupRef} position={position}>
{Array.from({ length: particleCount }, (_, i) => {
const particle = particles[i];
const alpha = Math.max(0, particle.life / particle.maxLife);
return (
<mesh key={i} ref={meshRefsArray[i]} position={particle.position}>
<sphereGeometry args={[particle.size, 8, 8]} />
<meshBasicMaterial
color={color}
transparent
opacity={alpha}
/>
</mesh>
);
})}
</group>
);
};
/**
* Expanding shockwave ring
*/
const ShockwaveRing: React.FC<{
position: [number, number, number];
progressRef: React.MutableRefObject<number>;
intensity: number;
color: number;
}> = ({ position, progressRef, intensity, color }) => {
const meshRef = useRef<THREE.Mesh>(null);
useFrame(() => {
if (meshRef.current) {
const progress = progressRef.current;
const scale = 1 + progress * 3 * intensity;
meshRef.current.scale.set(scale, scale, 1);
const material = meshRef.current.material as THREE.MeshBasicMaterial;
material.opacity = (1 - progress) * 0.8;
}
});
return (
<mesh ref={meshRef} position={position} rotation={[-Math.PI / 2, 0, 0]}>
<ringGeometry args={[0.3, 0.4, 32]} />
<meshBasicMaterial
color={color}
transparent
opacity={0.8}
side={THREE.DoubleSide}
/>
</mesh>
);
};
/**
* Explosive flash sphere
*/
const ExplosionFlash: React.FC<{
position: [number, number, number];
progressRef: React.MutableRefObject<number>;
intensity: number;
color: number;
}> = ({ position, progressRef, intensity, color }) => {
const meshRef = useRef<THREE.Mesh>(null);
useFrame(() => {
if (meshRef.current) {
const progress = progressRef.current;
// Quick expansion then fade
const scale = progress < 0.2 ? 1 + progress * 2 : 1.4 - progress;
meshRef.current.scale.setScalar(scale * intensity);
const material = meshRef.current.material as THREE.MeshBasicMaterial;
material.opacity = (1 - progress) * 0.9;
}
});
return (
<mesh ref={meshRef} position={position}>
<sphereGeometry args={[0.5, 16, 16]} />
<meshBasicMaterial
color={color}
transparent
opacity={0.9}
/>
</mesh>
);
};
/**
* Debris particles flying outward
*/
const DebrisParticles: React.FC<{
position: [number, number, number];
intensity: number;
color: number;
active: boolean;
}> = ({ position, intensity, color, active }) => {
const groupRef = useRef<THREE.Group>(null);
// Generate random debris - regenerate when position/intensity changes or effect activates
const [debris, setDebris] = useState<Array<{
position: THREE.Vector3;
velocity: THREE.Vector3;
rotation: THREE.Euler;
rotationVel: THREE.Vector3;
size: number;
}>>([]);
useEffect(() => {
if (!active) return;
const debrisData: Array<{
position: THREE.Vector3;
velocity: THREE.Vector3;
rotation: THREE.Euler;
rotationVel: THREE.Vector3;
size: number;
}> = [];
const count = Math.floor(15 * intensity);
const center = new THREE.Vector3(...position);
for (let i = 0; i < count; i++) {
const angle = Math.random() * Math.PI * 2;
const elevation = (Math.random() - 0.3) * Math.PI * 0.5;
const speed = 2 + Math.random() * 3;
const velocity = new THREE.Vector3(
Math.cos(angle) * Math.cos(elevation) * speed,
Math.sin(elevation) * speed,
Math.sin(angle) * Math.cos(elevation) * speed
);
debrisData.push({
position: center.clone(),
velocity,
rotation: new THREE.Euler(
Math.random() * Math.PI * 2,
Math.random() * Math.PI * 2,
Math.random() * Math.PI * 2
),
rotationVel: new THREE.Vector3(
(Math.random() - 0.5) * 10,
(Math.random() - 0.5) * 10,
(Math.random() - 0.5) * 10
),
size: 0.05 + Math.random() * 0.05,
});
}
setDebris(debrisData);
}, [position, intensity, active]);
// Recreate refs when debris changes
const debrisRefs = useMemo(
() => debris.map(() => React.createRef<THREE.Mesh>()),
[debris]
);
useFrame((_, delta) => {
debris.forEach((piece, i) => {
const mesh = debrisRefs[i].current;
if (!mesh) return;
// Apply physics
piece.velocity.y -= 9.8 * delta;
piece.velocity.multiplyScalar(0.98);
piece.position.addScaledVector(piece.velocity, delta);
// Update rotation
piece.rotation.x += piece.rotationVel.x * delta;
piece.rotation.y += piece.rotationVel.y * delta;
piece.rotation.z += piece.rotationVel.z * delta;
// Update mesh
mesh.position.copy(piece.position);
mesh.rotation.copy(piece.rotation);
// Fade out
const material = mesh.material as THREE.MeshBasicMaterial;
material.opacity *= 0.97;
});
});
return (
<group ref={groupRef}>
{debris.map((piece, i) => (
<mesh key={i} ref={debrisRefs[i]} position={piece.position}>
<boxGeometry args={[piece.size, piece.size, piece.size]} />
<meshBasicMaterial color={color} transparent opacity={1} />
</mesh>
))}
</group>
);
};
/**
* Main Explosive Burst Effect Component
* Creates a multi-layered explosive particle burst
*/
export const ExplosiveBurstEffect3D: React.FC<ExplosiveBurstEffect3DProps> = ({
position,
intensity = 1.0,
particleCount = 50,
duration = 1500,
onComplete,
active = true,
color = KOREAN_COLORS.ACCENT_GOLD,
}) => {
// Cap particle count for performance
const cappedParticleCount = Math.min(particleCount, 50);
const progressRef = useRef(0);
const startTimeRef = useRef(0);
const completedRef = useRef(false);
// Initialize startTimeRef in useEffect
useEffect(() => {
startTimeRef.current = Date.now();
}, []);
// Generate particles - regenerate when position changes or effect activates
const [particles, setParticles] = useState<ParticleData[]>([]);
useEffect(() => {
if (!active) return;
const particleData: ParticleData[] = [];
// Generate particles in local space; ParticleBurst group will offset by position
const center = new THREE.Vector3(0, 0, 0);
for (let i = 0; i < cappedParticleCount; i++) {
const angle = Math.random() * Math.PI * 2;
const elevation = (Math.random() - 0.3) * Math.PI;
const speed = 3 + Math.random() * 4;
const velocity = new THREE.Vector3(
Math.cos(angle) * Math.cos(elevation) * speed,
Math.sin(elevation) * speed,
Math.sin(angle) * Math.cos(elevation) * speed
);
const maxLife = 0.5 + Math.random() * 1.0;
particleData.push({
position: center.clone(),
velocity,
life: maxLife,
maxLife,
size: 0.04 + Math.random() * 0.04,
});
}
setParticles(particleData);
}, [position, active, cappedParticleCount]);
useEffect(() => {
startTimeRef.current = Date.now();
progressRef.current = 0;
completedRef.current = false;
}, [active]);
useFrame(() => {
if (!active) return;
const elapsed = Date.now() - startTimeRef.current;
const newProgress = Math.min(elapsed / duration, 1);
progressRef.current = newProgress;
if (newProgress >= 1 && !completedRef.current && onComplete) {
completedRef.current = true;
onComplete();
}
});
if (!active) return null;
return (
<group data-testid="explosive-burst-effect-3d">
{/* Explosion flash */}
<ExplosionFlash
position={position}
progressRef={progressRef}
intensity={intensity}
color={color}
/>
{/* Shockwave rings */}
<ShockwaveRing
position={position}
progressRef={progressRef}
intensity={intensity}
color={KOREAN_COLORS.PRIMARY_CYAN}
/>
<ShockwaveRing
position={[position[0], position[1] + 0.05, position[2]]}
progressRef={progressRef}
intensity={intensity * 0.8}
color={KOREAN_COLORS.ACCENT_RED}
/>
{/* Particle burst */}
<ParticleBurst position={position} particles={particles} color={color} />
{/* Debris */}
<DebrisParticles
position={position}
intensity={intensity}
color={KOREAN_COLORS.TEXT_SECONDARY}
active={active}
/>
</group>
);
};
export default ExplosiveBurstEffect3D;
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