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* NerveDisruptionEffect3D.tsx
*
* Enhanced nerve disruption visual effects for Li (Fire) trigram precision strikes.
* Displays electric arcs, neural pattern visualization, and nerve pathway disruption
* with Korean martial arts theming.
*
* Features:
* - Electric arc particle system with branching patterns
* - Neural pathway visualization (nerve fiber glow)
* - Pulse wave effects radiating from impact point
* - Color-coded by disruption type (electric/paralysis/sensory)
* - Optimized for 60fps with instancing and object pooling
*
* Performance: ~100 particles per effect, <1ms per frame on mid-range hardware
*
* @module components/shared/three/effects/NerveDisruptionEffect3D
* @korean 신경교란효과3D
*/
import React, { useRef, useEffect } from "react";
import { useFrame } from "@react-three/fiber";
import * as THREE from "three";
import { KOREAN_COLORS } from "../../../../types/constants";
import { ThreeObjectPools } from "../../../../utils/threeObjectPool";
/**
* Nerve disruption effect types matching Li technique metadata
*/
export type NerveDisruptionType = "electric" | "paralysis" | "sensory";
/**
* Nerve disruption effect data structure
*/
export interface NerveDisruptionEffect {
/** Unique identifier for the effect */
readonly id: string;
/** 3D position of the nerve strike [x, y, z] */
readonly position: readonly [number, number, number];
/** Type of nerve disruption */
readonly type: NerveDisruptionType;
/** Effect intensity (0.0 to 1.0) */
readonly intensity: number;
/** Visual color for effect */
readonly color: number;
/** Effect duration in milliseconds */
readonly duration: number;
/** Timestamp when effect started (ms) */
readonly startTime: number;
}
/**
* Component props for NerveDisruptionEffect3D
*/
export interface NerveDisruptionEffect3DProps {
/** Array of active nerve disruption effects */
readonly effects: readonly NerveDisruptionEffect[];
/** Whether effects are enabled */
readonly enabled?: boolean;
/** Whether running on mobile device (reduces particle count) */
readonly isMobile?: boolean;
/** Callback when an effect completes */
readonly onEffectComplete?: (id: string) => void;
}
/**
* Performance and physics constants
*/
const CONSTANTS = {
PARTICLES_DESKTOP: 100,
PARTICLES_MOBILE: 50,
ARC_BRANCHES: 5,
BRANCH_LENGTH: 0.6,
PULSE_DURATION: 0.2, // Rapid pulse
FADE_OUT_DURATION: 0.3, // Quick fade
EXPANSION_SPEED: 4.0,
MAX_RADIUS: 1.0,
PARTICLE_SIZE: 0.15,
ARC_THICKNESS: 0.08,
MAX_DELTA: 1 / 30,
} as const;
/**
* Get color for nerve disruption type with fallback
*/
function getEffectColor(effect: NerveDisruptionEffect): number {
if (typeof effect.color === 'number') return effect.color;
switch (effect.type) {
case "electric":
return KOREAN_COLORS.ACCENT_PRIMARY;
case "paralysis":
return KOREAN_COLORS.SECONDARY_MAGENTA;
case "sensory":
return KOREAN_COLORS.WARNING_YELLOW;
default:
return KOREAN_COLORS.ACCENT_PRIMARY;
}
}
/**
* NerveDisruptionEffect3D Component
*
* Renders electric arc and neural pattern effects for nerve disruption
*/
export const NerveDisruptionEffect3D: React.FC<NerveDisruptionEffect3DProps> = ({
effects,
enabled = true,
isMobile = false,
onEffectComplete,
}) => {
const groupRef = useRef<THREE.Group>(null);
const effectInstancesRef = useRef<Map<string, EffectInstance>>(new Map());
const particleCount = isMobile
? CONSTANTS.PARTICLES_MOBILE
: CONSTANTS.PARTICLES_DESKTOP;
useEffect(() => {
if (!enabled) return;
effects.forEach((effect) => {
if (!effectInstancesRef.current.has(effect.id)) {
effectInstancesRef.current.set(effect.id, {
effect,
particleSystem: createParticleSystem(effect, particleCount),
arcLines: createArcLines(effect),
startTime: effect.startTime,
completed: false,
});
}
});
const group = groupRef.current;
const effectInstances = effectInstancesRef.current;
return () => {
effectInstances.forEach((instance) => {
if (instance.particleSystem) {
if (instance.particleSystem.parent) {
group?.remove(instance.particleSystem);
}
if (instance.particleSystem.geometry) {
instance.particleSystem.geometry.dispose();
}
if (instance.particleSystem.material) {
(instance.particleSystem.material as THREE.Material).dispose();
}
}
instance.arcLines.forEach((line) => {
if (line.parent) {
group?.remove(line);
}
if (line.geometry) {
line.geometry.dispose();
}
if (line.material) {
(line.material as THREE.Material).dispose();
}
});
});
effectInstances.clear();
};
}, [effects, enabled, particleCount]);
useFrame((_state, delta) => {
if (!enabled || !groupRef.current) return;
const safeDelta = Math.min(delta, CONSTANTS.MAX_DELTA);
const currentTime = Date.now();
effectInstancesRef.current.forEach((instance, id) => {
const elapsed = (currentTime - instance.startTime) / 1000; // Convert to seconds
const totalDuration = instance.effect.duration / 1000; // Convert to seconds
if (elapsed >= totalDuration) {
if (!instance.completed) {
instance.completed = true;
onEffectComplete?.(id);
if (instance.particleSystem.parent) {
groupRef.current?.remove(instance.particleSystem);
}
instance.arcLines.forEach((line) => {
if (line.parent) {
groupRef.current?.remove(line);
}
line.geometry.dispose();
(line.material as THREE.Material).dispose();
});
instance.particleSystem.geometry.dispose();
(instance.particleSystem.material as THREE.Material).dispose();
effectInstancesRef.current.delete(id);
}
return;
}
if (!instance.particleSystem.parent) {
groupRef.current?.add(instance.particleSystem);
instance.arcLines.forEach((line) => groupRef.current?.add(line));
}
updateParticleAnimation(instance, elapsed, totalDuration, safeDelta);
});
});
return <group ref={groupRef} />;
};
/**
* Internal effect instance structure
*/
interface EffectInstance {
effect: NerveDisruptionEffect;
particleSystem: THREE.Points;
arcLines: THREE.Line[];
startTime: number;
completed: boolean;
}
/**
* Create particle system for nerve disruption effect
*/
function createParticleSystem(
effect: NerveDisruptionEffect,
particleCount: number
): THREE.Points {
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(particleCount * 3);
const velocities = new Float32Array(particleCount * 3);
const initialRadii = new Float32Array(particleCount);
const tempDir = ThreeObjectPools.vector3.acquire();
try {
for (let i = 0; i < particleCount; i++) {
const theta = Math.random() * Math.PI * 2;
const phi = Math.acos(2 * Math.random() - 1);
const x = Math.sin(phi) * Math.cos(theta);
const y = Math.sin(phi) * Math.sin(theta);
const z = Math.cos(phi);
positions[i * 3] = effect.position[0];
positions[i * 3 + 1] = effect.position[1];
positions[i * 3 + 2] = effect.position[2];
tempDir.set(x, y, z).normalize();
velocities[i * 3] = tempDir.x;
velocities[i * 3 + 1] = tempDir.y;
velocities[i * 3 + 2] = tempDir.z;
initialRadii[i] = Math.random() * 0.4;
}
} finally {
ThreeObjectPools.vector3.release(tempDir);
}
geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
geometry.setAttribute("velocity", new THREE.BufferAttribute(velocities, 3));
geometry.setAttribute("initialRadius", new THREE.BufferAttribute(initialRadii, 1));
const color = getEffectColor(effect);
const material = new THREE.PointsMaterial({
color,
size: CONSTANTS.PARTICLE_SIZE,
transparent: true,
opacity: 1.0,
sizeAttenuation: true,
blending: THREE.AdditiveBlending,
depthWrite: false,
});
const points = new THREE.Points(geometry, material);
points.renderOrder = 100; // Render after most objects
return points;
}
/**
* Create arc lines for branching electric effect
*/
function createArcLines(effect: NerveDisruptionEffect): THREE.Line[] {
const lines: THREE.Line[] = [];
const color = getEffectColor(effect);
for (let i = 0; i < CONSTANTS.ARC_BRANCHES; i++) {
const geometry = new THREE.BufferGeometry();
const angle = (Math.PI * 2 * i) / CONSTANTS.ARC_BRANCHES;
const radius = CONSTANTS.BRANCH_LENGTH;
const points = [
new THREE.Vector3(effect.position[0], effect.position[1], effect.position[2]),
new THREE.Vector3(
effect.position[0] + Math.cos(angle) * radius,
effect.position[1] + (Math.random() - 0.5) * 0.3,
effect.position[2] + Math.sin(angle) * radius
),
];
geometry.setFromPoints(points);
const material = new THREE.LineBasicMaterial({
color,
transparent: true,
opacity: 1.0,
linewidth: 2,
blending: THREE.AdditiveBlending,
depthWrite: false,
});
const line = new THREE.Line(geometry, material);
line.renderOrder = 99;
lines.push(line);
}
return lines;
}
/**
* Update particle animation based on elapsed time
*/
function updateParticleAnimation(
instance: EffectInstance,
elapsed: number,
totalDuration: number,
delta: number
): void {
const { particleSystem, arcLines, effect } = instance;
const geometry = particleSystem.geometry;
const material = particleSystem.material as THREE.PointsMaterial;
const positions = geometry.attributes.position.array as Float32Array;
const velocities = geometry.attributes.velocity.array as Float32Array;
const initialRadii = geometry.attributes.initialRadius.array as Float32Array;
const particleCount = positions.length / 3;
const expansionProgress = Math.min(elapsed / totalDuration, 1.0);
const currentRadius = expansionProgress * CONSTANTS.MAX_RADIUS;
const tempTarget = ThreeObjectPools.vector3.acquire();
const tempDelta = ThreeObjectPools.vector3.acquire();
const effectPos = ThreeObjectPools.vector3.acquire();
try {
effectPos.set(effect.position[0], effect.position[1], effect.position[2]);
for (let i = 0; i < particleCount; i++) {
const i3 = i * 3;
const targetRadius = currentRadius + initialRadii[i];
tempTarget.set(velocities[i3], velocities[i3 + 1], velocities[i3 + 2]);
tempTarget.multiplyScalar(targetRadius);
tempTarget.add(effectPos);
tempDelta.set(positions[i3], positions[i3 + 1], positions[i3 + 2]);
tempDelta.sub(tempTarget).multiplyScalar(-delta * 12);
positions[i3] += tempDelta.x;
positions[i3 + 1] += tempDelta.y;
positions[i3 + 2] += tempDelta.z;
}
} finally {
ThreeObjectPools.vector3.release(tempTarget);
ThreeObjectPools.vector3.release(tempDelta);
ThreeObjectPools.vector3.release(effectPos);
}
geometry.attributes.position.needsUpdate = true;
const fadeStart = totalDuration - CONSTANTS.FADE_OUT_DURATION;
let opacity = 1.0;
if (elapsed > fadeStart) {
const fadeProgress = (elapsed - fadeStart) / CONSTANTS.FADE_OUT_DURATION;
opacity = 1.0 - fadeProgress;
}
material.opacity = opacity * effect.intensity;
material.size = CONSTANTS.PARTICLE_SIZE * (0.5 + effect.intensity * 0.5);
arcLines.forEach((line) => {
const lineMaterial = line.material as THREE.LineBasicMaterial;
lineMaterial.opacity = opacity * effect.intensity * 0.7;
});
}
NerveDisruptionEffect3D.displayName = "NerveDisruptionEffect3D";
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