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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 | 1x 1x 1x | /**
* TrainingHitEffects3D - Optimized particle effects using InstancedMesh
*
* Provides visual feedback for successful and missed strikes
* Uses InstancedMesh for better performance with many particles
*/
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";
import { ThreeObjectPools } from "../../../../utils/threeObjectPool";
/**
* Props for TrainingHitEffects3D component
*/
export interface TrainingHitEffects3DProps {
/** Position where the hit occurred */
readonly position: [number, number, number];
/** Type of hit effect */
readonly type: "success" | "perfect" | "miss";
/** Whether to show the effect */
readonly visible: boolean;
/** Callback when effect completes */
readonly onComplete?: () => void;
}
/**
* Single particle in the effect
*/
interface Particle {
position: THREE.Vector3;
velocity: THREE.Vector3;
life: number;
maxLife: number;
size: number;
}
/**
* Get color based on hit type
*/
const getEffectColor = (type: "success" | "perfect" | "miss"): number => {
switch (type) {
case "perfect":
return KOREAN_COLORS.ACCENT_GOLD;
case "success":
return KOREAN_COLORS.PRIMARY_CYAN;
case "miss":
return KOREAN_COLORS.UI_GRAY;
default:
return KOREAN_COLORS.PRIMARY_CYAN;
}
};
/**
* Get particle count based on hit type
*/
const getParticleCount = (type: "success" | "perfect" | "miss"): number => {
switch (type) {
case "perfect":
return 30;
case "success":
return 20;
case "miss":
return 10;
default:
return 15;
}
};
/**
* TrainingHitEffects3D Component
* Optimized particle burst effect using InstancedMesh for better performance
*/
export const TrainingHitEffects3D: React.FC<TrainingHitEffects3DProps> = ({
position,
type,
visible,
onComplete,
}) => {
const groupRef = useRef<THREE.Group>(null);
const instancedMeshRef = useRef<THREE.InstancedMesh>(null);
const particlesRef = useRef<Particle[]>([]);
const [isActive, setIsActive] = useState(false);
const [hasParticles, setHasParticles] = useState(false);
const initializedRef = useRef(false);
const tempMatrix = useMemo(() => new THREE.Matrix4(), []);
const tempVelocity = useMemo(() => new THREE.Vector3(), []);
const tempColor = useMemo(() => new THREE.Color(), []);
const tempScaleVector = useMemo(() => new THREE.Vector3(), []);
const particleCount = useMemo(() => getParticleCount(type), [type]);
const color = useMemo(() => new THREE.Color(getEffectColor(type)), [type]);
useEffect(() => {
if (visible && !initializedRef.current) {
initializedRef.current = true;
const tempVel = ThreeObjectPools.vector3.acquire();
try {
particlesRef.current = Array.from({ length: particleCount }, () => {
const theta = Math.random() * Math.PI * 2;
const phi = Math.acos(2 * Math.random() - 1);
const speed = type === "perfect" ? 5 : type === "success" ? 3 : 2;
tempVel.set(
Math.sin(phi) * Math.cos(theta),
Math.sin(phi) * Math.sin(theta),
Math.cos(phi)
);
tempVel.normalize().multiplyScalar(speed);
return {
position: new THREE.Vector3(0, 0, 0),
velocity: tempVel.clone(), // Clone for storage - particle owns this vector
life: 1.0,
maxLife: 1.0,
size: type === "perfect" ? 0.15 : 0.1,
};
});
setHasParticles(particlesRef.current.length > 0);
} finally {
ThreeObjectPools.vector3.release(tempVel);
}
}
if (!visible) {
initializedRef.current = false;
}
}, [visible, type, particleCount]);
useFrame((_, delta) => {
const mesh = instancedMeshRef.current;
if (!isActive || !mesh || particlesRef.current.length === 0) return;
let allDead = true;
particlesRef.current.forEach((particle, index) => {
if (particle.life > 0) {
allDead = false;
tempVelocity.copy(particle.velocity).multiplyScalar(delta);
particle.position.add(tempVelocity);
particle.velocity.y -= 9.8 * delta;
particle.life -= delta * 1.5;
const opacity = Math.max(0, particle.life / particle.maxLife);
const scale = particle.size * (0.5 + opacity * 0.5);
tempMatrix.identity();
tempMatrix.setPosition(particle.position);
tempScaleVector.set(scale, scale, scale);
tempMatrix.scale(tempScaleVector);
mesh.setMatrixAt(index, tempMatrix);
tempColor.copy(color);
mesh.setColorAt(index, tempColor);
} else {
tempMatrix.identity();
tempScaleVector.set(0, 0, 0);
tempMatrix.scale(tempScaleVector);
mesh.setMatrixAt(index, tempMatrix);
}
});
if (mesh.instanceMatrix) {
mesh.instanceMatrix.needsUpdate = true;
}
if (mesh.instanceColor) {
mesh.instanceColor.needsUpdate = true;
}
if (allDead) {
setIsActive(false);
particlesRef.current = [];
setHasParticles(false);
onComplete?.();
}
});
const geometry = useMemo(() => new THREE.SphereGeometry(1, 8, 8), []);
const material = useMemo(
() =>
new THREE.MeshBasicMaterial({
transparent: true,
opacity: 0.9,
depthWrite: false,
}),
[]
);
useEffect(() => {
return () => {
geometry.dispose();
material.dispose();
};
}, [geometry, material]);
if (!isActive || !hasParticles) {
return null;
}
return (
<group ref={groupRef} position={position}>
{/* InstancedMesh for all particles - single draw call */}
<instancedMesh
ref={instancedMeshRef}
args={[geometry, material, particleCount]}
frustumCulled={false}
/>
{/* Central flash for perfect hits */}
{type === "perfect" && (
<mesh scale={2}>
<sphereGeometry args={[0.3, 16, 16]} />
<meshStandardMaterial
color={KOREAN_COLORS.ACCENT_GOLD}
transparent
opacity={isActive ? 0.6 : 0}
emissive={KOREAN_COLORS.ACCENT_GOLD}
emissiveIntensity={2}
/>
</mesh>
)}
</group>
);
};
export default TrainingHitEffects3D;
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