"use client";
import { memo, useEffect, useRef, useState } from "react";
import {
Renderer, Program, Mesh, Triangle, Geometry, RenderTarget, Texture,
} from "ogl";
import { useAnimationLoop, type Metrics } from "@/hooks/use-animation-loop";
export type SwarmShape = "auto" | "text" | "sphere" | "torus" | "grid" | "disperse";
export type SwarmDensity = "16k" | "65k" | "131k" | "262k";
interface SwarmProps {
density?: SwarmDensity;
shape?: SwarmShape;
targets?: string[];
swapDuration?: number;
morphSpeed?: number;
stagger?: number;
curl?: number;
damping?: number;
repel?: number;
pointSize?: number;
zoom?: number;
autoSpin?: boolean;
particleColor?: string;
accentColor?: string;
backgroundColor?: string;
paused?: boolean;
reducedMotion?: boolean;
className?: string;
}
const SIZES: Record<SwarmDensity, number> = {
"16k": 128,
"65k": 256,
"131k": 362,
"262k": 512,
};
const hexToRgb01 = (hex: string): [number, number, number] => {
const h = hex.replace("#", "");
const full = h.length === 3 ? h.split("").map((c) => c + c).join("") : h;
const n = parseInt(full, 16);
if (Number.isNaN(n) || full.length !== 6) return [1, 1, 1];
return [((n >> 16) & 255) / 255, ((n >> 8) & 255) / 255, (n & 255) / 255];
};
function sampleText(text: string, count: number): Float32Array {
const W = 512;
const H = 160;
const canvas = document.createElement("canvas");
canvas.width = W;
canvas.height = H;
const ctx = canvas.getContext("2d", { willReadFrequently: true });
const out = new Float32Array(count * 4);
if (!ctx) return out;
ctx.fillStyle = "#000";
ctx.fillRect(0, 0, W, H);
ctx.fillStyle = "#fff";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
let fontSize = 120;
ctx.font = `700 ${fontSize}px ui-monospace, Menlo, monospace`;
while (ctx.measureText(text).width > W * 0.92 && fontSize > 12) {
fontSize -= 4;
ctx.font = `700 ${fontSize}px ui-monospace, Menlo, monospace`;
}
ctx.fillText(text, W / 2, H / 2);
const data = ctx.getImageData(0, 0, W, H).data;
const lit: number[] = [];
for (let y = 0; y < H; y++) {
for (let x = 0; x < W; x++) {
if (data[(y * W + x) * 4] > 128) lit.push(x, y);
}
}
for (let i = 0; i < count; i++) {
const i4 = i * 4;
if (lit.length === 0) {
out[i4] = 0; out[i4 + 1] = 0; out[i4 + 2] = 0; out[i4 + 3] = 1;
continue;
}
const j = (i % (lit.length / 2)) * 2;
const x = (lit[j] + Math.random()) / W;
const y = (lit[j + 1] + Math.random()) / H;
out[i4] = (x - 0.5) * 2.6;
out[i4 + 1] = -(y - 0.5) * 0.82;
out[i4 + 2] = (Math.random() - 0.5) * 0.06;
out[i4 + 3] = 1;
}
return out;
}
function sampleShape(kind: SwarmShape, count: number): Float32Array {
const out = new Float32Array(count * 4);
const golden = Math.PI * (3 - Math.sqrt(5));
for (let i = 0; i < count; i++) {
const i4 = i * 4;
let x = 0, y = 0, z = 0;
if (kind === "sphere") {
const t = 1 - (i / Math.max(count - 1, 1)) * 2;
const r = Math.sqrt(Math.max(0, 1 - t * t));
const a = golden * i;
x = Math.cos(a) * r; y = t; z = Math.sin(a) * r;
const s = 0.95;
x *= s; y *= s; z *= s;
} else if (kind === "torus") {
const u = (i / count) * Math.PI * 2 * 17;
const v = golden * i;
const R = 0.78, rr = 0.3;
x = (R + rr * Math.cos(v)) * Math.cos(u);
y = rr * Math.sin(v);
z = (R + rr * Math.cos(v)) * Math.sin(u);
} else if (kind === "grid") {
const side = Math.ceil(Math.cbrt(count));
const gx = i % side;
const gy = Math.floor(i / side) % side;
const gz = Math.floor(i / (side * side));
x = (gx / (side - 1) - 0.5) * 1.9;
y = (gy / (side - 1) - 0.5) * 1.9;
z = (gz / (side - 1) - 0.5) * 1.9;
} else {
x = (Math.random() - 0.5) * 3.2;
y = (Math.random() - 0.5) * 1.9;
z = (Math.random() - 0.5) * 2.2;
}
out[i4] = x; out[i4 + 1] = y; out[i4 + 2] = z; out[i4 + 3] = 1;
}
return out;
}
const quadVert = `#version 300 es
in vec2 position;
in vec2 uv;
out vec2 vUv;
void main() { vUv = uv; gl_Position = vec4(position, 0.0, 1.0); }`;
const NOISE = `
vec3 hash33(vec3 p) {
p = vec3(dot(p, vec3(127.1, 311.7, 74.7)),
dot(p, vec3(269.5, 183.3, 246.1)),
dot(p, vec3(113.5, 271.9, 124.6)));
return fract(sin(p) * 43758.5453) * 2.0 - 1.0;
}
float vnoise(vec3 p) {
vec3 i = floor(p), f = fract(p);
vec3 u = f * f * (3.0 - 2.0 * f);
return mix(
mix(mix(dot(hash33(i + vec3(0,0,0)), f - vec3(0,0,0)), dot(hash33(i + vec3(1,0,0)), f - vec3(1,0,0)), u.x),
mix(dot(hash33(i + vec3(0,1,0)), f - vec3(0,1,0)), dot(hash33(i + vec3(1,1,0)), f - vec3(1,1,0)), u.x), u.y),
mix(mix(dot(hash33(i + vec3(0,0,1)), f - vec3(0,0,1)), dot(hash33(i + vec3(1,0,1)), f - vec3(1,0,1)), u.x),
mix(dot(hash33(i + vec3(0,1,1)), f - vec3(0,1,1)), dot(hash33(i + vec3(1,1,1)), f - vec3(1,1,1)), u.x), u.y),
u.z);
}
// Curl of a noise field. Divergence-free by construction, which is the entire
// reason to use it here: it stirs without thinning or piling up.
vec3 curlNoise(vec3 p) {
const float e = 0.12;
float n1 = vnoise(p + vec3(0.0, e, 0.0)), n2 = vnoise(p - vec3(0.0, e, 0.0));
float n3 = vnoise(p + vec3(0.0, 0.0, e)), n4 = vnoise(p - vec3(0.0, 0.0, e));
float n5 = vnoise(p + vec3(e, 0.0, 0.0)), n6 = vnoise(p - vec3(e, 0.0, 0.0));
return normalize(vec3(n1 - n2 - (n3 - n4), n3 - n4 - (n5 - n6), n5 - n6 - (n1 - n2)) + 1e-6);
}`;
const velFragment = `#version 300 es
precision highp float;
in vec2 vUv;
out vec4 fragColor;
uniform sampler2D uPos;
uniform sampler2D uVel;
uniform sampler2D uTarget;
uniform float uDt;
uniform float uMorph;
uniform float uStagger;
uniform float uCurl;
uniform float uDamping;
uniform float uRepel;
uniform vec2 uPointer;
uniform float uPointerOn;
uniform float uTime;
${NOISE}
void main() {
vec3 pos = texture(uPos, vUv).xyz;
vec3 vel = texture(uVel, vUv).xyz;
vec3 tgt = texture(uTarget, vUv).xyz;
// Per-particle phase from its own texel, so the cloud arrives over a spread of
// time rather than all at once. Deterministic, so it does not reshuffle when
// the shape changes.
float phase = fract(sin(dot(vUv, vec2(12.9898, 78.233))) * 43758.5453);
float gain = mix(1.0, 0.25 + phase * 1.5, uStagger);
vec3 toTarget = tgt - pos;
vec3 acc = toTarget * uMorph * 9.0 * gain;
// uDamping is a fixed velocity decay — it does not scale with the spring it is
// damping. At the default morphSpeed that decay sits almost exactly at
// critical damping, which is why the default morph settles clean. The ratio
// falls as morphSpeed rises though, and a stiff spring under a fixed decay
// overshoots: the cloud flies past its target and springs back, which reads as
// the whole thing zooming rather than morphing. Top the damping up to critical
// whenever the spring outruns it. Derived from the NOMINAL stiffness, ignoring
// the per-particle stagger gain, so the term is exactly zero at and below the
// default and the shipped look is untouched.
float cHave = -60.0 * log(clamp(uDamping, 0.01, 0.999));
float cNeed = 2.0 * sqrt(uMorph * 9.0);
acc -= vel * max(0.0, cNeed - cHave);
// Turbulence fades out as a particle closes on its target. Applied at full
// strength everywhere it competes with the restoring force near the target,
// and the cloud hovers permanently in a band a few tenths wide — which reads
// as an amorphous blob no matter what shape it was given. Fading it means the
// curl stirs the crossing and lets the arrival settle.
float travel = clamp(length(toTarget) * 1.6, 0.0, 1.0);
acc += curlNoise(pos * 0.9 + uTime * 0.12) * uCurl * 1.6 * travel;
if (uPointerOn > 0.5) {
vec3 d = pos - vec3(uPointer, 0.0);
float r2 = dot(d, d);
acc += normalize(d + 1e-6) * uRepel * 4.0 * exp(-r2 * 5.0);
}
vel = vel * pow(uDamping, uDt * 60.0) + acc * uDt;
fragColor = vec4(vel, 1.0);
}`;
const posFragment = `#version 300 es
precision highp float;
in vec2 vUv;
out vec4 fragColor;
uniform sampler2D uPos;
uniform sampler2D uVel;
uniform float uDt;
void main() {
vec3 pos = texture(uPos, vUv).xyz;
vec3 vel = texture(uVel, vUv).xyz;
fragColor = vec4(pos + vel * uDt, 1.0);
}`;
const pointVert = `#version 300 es
in vec2 reference;
uniform sampler2D uPos;
uniform sampler2D uVel;
uniform float uPointSize;
uniform float uAspect;
uniform float uSpin;
uniform float uPitch;
uniform float uZoom;
out float vSpeed;
mat2 rot(float a) { float c = cos(a), s = sin(a); return mat2(c, -s, s, c); }
void main() {
vec3 p = texture(uPos, reference).xyz;
vSpeed = length(texture(uVel, reference).xyz);
// Yaw before pitch. The other order tilts the axis the yaw then spins about,
// so the cloud rolls instead of orbiting.
p.xz *= rot(uSpin);
p.yz *= rot(uPitch);
// Weak perspective, computed here rather than through a matrix — there is one
// camera, it never moves, and a uniform matrix would be three more uploads a
// frame for a constant.
float persp = 1.0 / (2.9 - p.z * 0.55);
vec2 screen = vec2(p.x / uAspect, p.y) * persp * 2.2 * uZoom;
gl_Position = vec4(screen, 0.0, 1.0);
// Sprites scale with the zoom too. Leaving them fixed makes a zoomed-in
// cloud look sparser rather than closer, which is the tell that the zoom is
// a viewport crop rather than a camera.
gl_PointSize = max(uPointSize * persp * 2.4 * uZoom, 1.0);
}`;
const pointFrag = `#version 300 es
precision highp float;
in float vSpeed;
out vec4 fragColor;
uniform vec3 uColor;
uniform vec3 uAccent;
void main() {
vec2 d = gl_PointCoord - 0.5;
float r = dot(d, d);
if (r > 0.25) discard;
float a = smoothstep(0.25, 0.02, r);
// Moving particles take the accent; settled ones fall back to the base. The
// colour is the readout of the simulation rather than decoration on it.
vec3 col = mix(uColor, uAccent, clamp(vSpeed * 1.6, 0.0, 1.0));
fragColor = vec4(col, a);
}`;
const AUTO_CYCLE = ["text", "sphere", "torus", "grid"] as const;
const FACE_SECONDS = 0.55;
function wrapPi(a: number): number {
const t = ((((a + Math.PI) % (Math.PI * 2)) + Math.PI * 2) % (Math.PI * 2));
return t - Math.PI;
}
const Swarm = memo(
({
density = "65k",
shape = "auto",
targets = ["GARDEN", "ETA", "VII"],
swapDuration = 3.2,
morphSpeed = 1.1,
stagger = 0.45,
curl = 0.3,
damping = 0.9,
repel = 1,
pointSize = 1.6,
zoom = 1,
autoSpin = true,
particleColor = "#a855f7",
accentColor = "#67e8f9",
backgroundColor = "#04040a",
paused = false,
reducedMotion = false,
className,
}: SwarmProps) => {
const containerRef = useRef<HTMLDivElement>(null);
const drawRef = useRef<((dt: number) => void | false) | null>(null);
const measureRef = useRef<((m: Metrics) => void) | null>(null);
const glRef = useRef<WebGLRenderingContext | WebGL2RenderingContext | null>(null);
const retargetRef = useRef<((kind: SwarmShape, word: string) => void) | null>(null);
const pointer = useRef({ x: 0, y: 0, on: false });
const orbit = useRef({
yaw: 0, pitch: 0, vYaw: 0, vPitch: 0,
dragging: false, pointerId: -1, lastX: 0, lastY: 0, lastT: 0,
});
const [fallback, setFallback] = useState(false);
const pausedRef = useRef(paused);
pausedRef.current = paused;
const loop = useAnimationLoop({
target: containerRef,
halted: paused,
dpr: "auto",
onResize: (metrics) => measureRef.current?.(metrics),
onFrame: ({ dt }) => (drawRef.current ? drawRef.current(dt) : false),
gl: () => glRef.current,
});
const live = useRef({
shape, targets, swapDuration, morphSpeed, stagger, curl, damping, repel,
pointSize, zoom, autoSpin, particleColor, accentColor, backgroundColor, reducedMotion,
});
live.current = {
shape, targets, swapDuration, morphSpeed, stagger, curl, damping, repel,
pointSize, zoom, autoSpin, particleColor, accentColor, backgroundColor, reducedMotion,
};
useEffect(() => {
const container = containerRef.current;
if (fallback || !container) return;
const side = SIZES[density] ?? 256;
const count = side * side;
let renderer: Renderer;
try {
renderer = new Renderer({
webgl: 2, alpha: false, antialias: false,
powerPreference: "high-performance",
dpr: Math.min(window.devicePixelRatio || 1, 2),
});
const probe = renderer.gl as unknown as WebGL2RenderingContext;
if (!probe.getExtension("EXT_color_buffer_float")) {
throw new Error("Swarm requires EXT_color_buffer_float");
}
} catch {
setFallback(true);
return;
}
const glc = renderer.gl;
const gl2 = glc as unknown as WebGL2RenderingContext;
glRef.current = gl2;
const canvas = glc.canvas as HTMLCanvasElement;
canvas.style.display = "block";
canvas.style.position = "absolute";
canvas.style.top = "0";
canvas.style.left = "0";
container.appendChild(canvas);
const makeRT = () =>
new RenderTarget(glc, {
width: side, height: side, depth: false,
type: gl2.FLOAT, format: gl2.RGBA, internalFormat: gl2.RGBA32F,
minFilter: gl2.NEAREST, magFilter: gl2.NEAREST,
wrapS: gl2.CLAMP_TO_EDGE, wrapT: gl2.CLAMP_TO_EDGE,
});
let posRead = makeRT(), posWrite = makeRT();
let velRead = makeRT(), velWrite = makeRT();
const targetTexture = new Texture(glc, {
image:
shape === "auto" || shape === "text"
? sampleText(targets[0] ?? "GARDEN", count)
: sampleShape(shape, count),
width: side, height: side,
type: gl2.FLOAT, format: gl2.RGBA, internalFormat: gl2.RGBA32F,
minFilter: gl2.NEAREST, magFilter: gl2.NEAREST,
generateMipmaps: false, flipY: false,
});
const quad = new Triangle(glc);
const seed = sampleShape("disperse", count);
const seedTexture = new Texture(glc, {
image: seed, width: side, height: side,
type: gl2.FLOAT, format: gl2.RGBA, internalFormat: gl2.RGBA32F,
minFilter: gl2.NEAREST, magFilter: gl2.NEAREST,
generateMipmaps: false, flipY: false,
});
const zero = new Texture(glc, {
image: new Float32Array(count * 4), width: side, height: side,
type: gl2.FLOAT, format: gl2.RGBA, internalFormat: gl2.RGBA32F,
minFilter: gl2.NEAREST, magFilter: gl2.NEAREST,
generateMipmaps: false, flipY: false,
});
const copyProgram = new Program(glc, {
vertex: quadVert,
fragment: `#version 300 es
precision highp float;
in vec2 vUv;
out vec4 fragColor;
uniform sampler2D uSrc;
void main() { fragColor = texture(uSrc, vUv); }`,
uniforms: { uSrc: { value: seedTexture } },
});
const copyMesh = new Mesh(glc, { geometry: quad, program: copyProgram });
const cu = copyProgram.uniforms as Record<string, { value: unknown }>;
cu.uSrc.value = seedTexture;
renderer.render({ scene: copyMesh, target: posRead });
renderer.render({ scene: copyMesh, target: posWrite });
cu.uSrc.value = zero;
renderer.render({ scene: copyMesh, target: velRead });
renderer.render({ scene: copyMesh, target: velWrite });
const velProgram = new Program(glc, {
vertex: quadVert,
fragment: velFragment,
uniforms: {
uPos: { value: posRead.texture }, uVel: { value: velRead.texture },
uTarget: { value: targetTexture },
uDt: { value: 0.016 }, uMorph: { value: morphSpeed },
uStagger: { value: stagger }, uCurl: { value: curl },
uDamping: { value: damping }, uRepel: { value: repel },
uPointer: { value: new Float32Array([0, 0]) },
uPointerOn: { value: 0 }, uTime: { value: 0 },
},
});
const posProgram = new Program(glc, {
vertex: quadVert,
fragment: posFragment,
uniforms: {
uPos: { value: posRead.texture }, uVel: { value: velRead.texture },
uDt: { value: 0.016 },
},
});
const velMesh = new Mesh(glc, { geometry: quad, program: velProgram });
const posMesh = new Mesh(glc, { geometry: quad, program: posProgram });
const reference = new Float32Array(count * 2);
for (let i = 0; i < count; i++) {
reference[i * 2] = ((i % side) + 0.5) / side;
reference[i * 2 + 1] = (Math.floor(i / side) + 0.5) / side;
}
const pointGeometry = new Geometry(glc, {
reference: { size: 2, data: reference },
});
const pointProgram = new Program(glc, {
vertex: pointVert,
fragment: pointFrag,
transparent: true,
depthTest: false,
depthWrite: false,
uniforms: {
uPos: { value: posRead.texture }, uVel: { value: velRead.texture },
uPointSize: { value: pointSize }, uAspect: { value: 1 },
uSpin: { value: 0 }, uPitch: { value: 0 }, uZoom: { value: zoom },
uColor: { value: new Float32Array(hexToRgb01(particleColor)) },
uAccent: { value: new Float32Array(hexToRgb01(accentColor)) },
},
});
pointProgram.setBlendFunc(gl2.SRC_ALPHA, gl2.ONE);
const points = new Mesh(glc, {
geometry: pointGeometry, program: pointProgram, mode: gl2.POINTS,
});
const vu = velProgram.uniforms as Record<string, { value: unknown }>;
const pu = posProgram.uniforms as Record<string, { value: unknown }>;
const du = pointProgram.uniforms as Record<string, { value: unknown }>;
retargetRef.current = (kind, word) => {
targetTexture.image =
kind === "text" ? sampleText(word, count) : sampleShape(kind, count);
targetTexture.needsUpdate = true;
};
let time = 0;
let spin = 0;
let autoAt = 0;
let autoIndex = 0;
let wordIndex = 0;
let wasAutoSpin = live.current.autoSpin;
let facing = false;
let faceT = 0;
let faceYaw = 0;
let facePitch = 0;
drawRef.current = (dt) => {
const l = live.current;
const o = orbit.current;
const step = Math.min(dt, 1 / 30);
const still = pausedRef.current;
if (!still) {
time = (time + step) % 1000;
if (!o.dragging) {
o.yaw += o.vYaw * step;
o.pitch = Math.max(-1.4, Math.min(1.4, o.pitch + o.vPitch * step));
const decay = Math.pow(0.92, step * 60);
o.vYaw *= decay;
o.vPitch *= decay;
if (l.autoSpin && !l.reducedMotion) {
spin = (spin + step * 0.14) % (Math.PI * 2);
}
}
o.yaw %= Math.PI * 2;
const wantsFace = l.shape === "auto" || l.shape === "text";
if (wasAutoSpin && !l.autoSpin && wantsFace && !o.dragging) {
o.yaw = wrapPi(spin + o.yaw);
spin = 0;
faceYaw = o.yaw;
facePitch = o.pitch;
faceT = 0;
facing = true;
}
wasAutoSpin = l.autoSpin;
if (facing) {
if (o.dragging) {
facing = false;
} else {
faceT = Math.min(1, faceT + step / (l.reducedMotion ? 0.0001 : FACE_SECONDS));
const e = faceT * faceT * (3 - 2 * faceT);
o.yaw = faceYaw * (1 - e);
o.pitch = facePitch * (1 - e);
o.vYaw = 0;
o.vPitch = 0;
if (faceT >= 1) facing = false;
}
}
if (l.shape === "auto") {
autoAt += step;
if (autoAt > Math.max(l.swapDuration, 0.25)) {
autoAt = 0;
autoIndex = (autoIndex + 1) % AUTO_CYCLE.length;
const next = AUTO_CYCLE[autoIndex];
if (next === "text") {
wordIndex = (wordIndex + 1) % Math.max(l.targets.length, 1);
}
const word = l.targets[wordIndex] ?? "GARDEN";
retargetRef.current?.(next as SwarmShape, word);
}
}
}
if (!still) {
vu.uPos.value = posRead.texture;
vu.uVel.value = velRead.texture;
(vu.uDt as { value: number }).value = step;
(vu.uMorph as { value: number }).value = l.reducedMotion ? 2.5 : l.morphSpeed;
(vu.uStagger as { value: number }).value = l.stagger;
(vu.uCurl as { value: number }).value = l.reducedMotion ? 0 : l.curl;
(vu.uDamping as { value: number }).value = l.damping;
(vu.uRepel as { value: number }).value = l.repel;
(vu.uTime as { value: number }).value = time;
(vu.uPointerOn as { value: number }).value =
pointer.current.on && !l.reducedMotion ? 1 : 0;
const pv = (vu.uPointer as { value: Float32Array }).value;
pv[0] = pointer.current.x;
pv[1] = pointer.current.y;
renderer.render({ scene: velMesh, target: velWrite });
const tv = velRead; velRead = velWrite; velWrite = tv;
pu.uPos.value = posRead.texture;
pu.uVel.value = velRead.texture;
(pu.uDt as { value: number }).value = step;
renderer.render({ scene: posMesh, target: posWrite });
const tp = posRead; posRead = posWrite; posWrite = tp;
}
du.uPos.value = posRead.texture;
du.uVel.value = velRead.texture;
(du.uPointSize as { value: number }).value = l.pointSize;
(du.uSpin as { value: number }).value = spin + o.yaw;
(du.uPitch as { value: number }).value = o.pitch;
(du.uZoom as { value: number }).value = l.zoom;
((du.uColor as { value: Float32Array }).value).set(hexToRgb01(l.particleColor));
((du.uAccent as { value: Float32Array }).value).set(hexToRgb01(l.accentColor));
const bg = hexToRgb01(l.backgroundColor);
renderer.gl.clearColor(bg[0], bg[1], bg[2], 1);
renderer.render({ scene: points });
};
measureRef.current = ({ width, height, dpr }) => {
renderer.dpr = dpr;
renderer.setSize(Math.max(1, Math.floor(width)), Math.max(1, Math.floor(height)));
(du.uAspect as { value: number }).value = Math.max(width, 1) / Math.max(height, 1);
drawRef.current?.(0.016);
};
loop.resize();
loop.start();
return () => {
drawRef.current = null;
measureRef.current = null;
retargetRef.current = null;
if (container.contains(canvas)) container.removeChild(canvas);
};
// eslint-disable-next-line react-hooks/exhaustive-deps
}, [fallback, density]);
useEffect(() => {
if (shape === "auto") return;
retargetRef.current?.(shape, targets[0] ?? "GARDEN");
loop.paint();
}, [shape, targets, loop]);
useEffect(() => {
loop.paint();
}, [
swapDuration, morphSpeed, stagger, curl, damping, repel, pointSize, zoom, autoSpin,
particleColor, accentColor, backgroundColor, loop,
]);
const onPointerDown = (e: React.PointerEvent<HTMLDivElement>) => {
const o = orbit.current;
o.dragging = true;
o.pointerId = e.pointerId;
o.lastX = e.clientX;
o.lastY = e.clientY;
o.lastT = e.timeStamp;
o.vYaw = 0;
o.vPitch = 0;
pointer.current.on = false;
e.currentTarget.setPointerCapture(e.pointerId);
loop.start();
};
const track = (e: React.PointerEvent<HTMLDivElement>) => {
const r = e.currentTarget.getBoundingClientRect();
if (r.width === 0 || r.height === 0) return;
const o = orbit.current;
if (o.dragging && e.pointerId === o.pointerId) {
const dx = e.clientX - o.lastX;
const dy = e.clientY - o.lastY;
const dt = (e.timeStamp - o.lastT) / 1000;
const dYaw = -dx * 0.008;
const dPitch = dy * 0.006;
o.yaw += dYaw;
o.pitch = Math.max(-1.4, Math.min(1.4, o.pitch + dPitch));
if (dt > 0.001) {
o.vYaw = dYaw / dt;
o.vPitch = dPitch / dt;
}
o.lastX = e.clientX;
o.lastY = e.clientY;
o.lastT = e.timeStamp;
loop.start();
return;
}
const aspect = r.width / r.height;
pointer.current.x = (((e.clientX - r.left) / r.width) * 2 - 1) * aspect * 0.62;
pointer.current.y = -(((e.clientY - r.top) / r.height) * 2 - 1) * 0.62;
pointer.current.on = true;
loop.start();
};
const endDrag = (e: React.PointerEvent<HTMLDivElement>) => {
const o = orbit.current;
if (o.pointerId !== -1 && e.currentTarget.hasPointerCapture(o.pointerId)) {
e.currentTarget.releasePointerCapture(o.pointerId);
}
o.dragging = false;
o.pointerId = -1;
loop.start();
};
const release = () => {
pointer.current.on = false;
orbit.current.dragging = false;
orbit.current.pointerId = -1;
};
if (fallback) {
return (
<div
className={className ?? "relative h-full w-full overflow-hidden"}
style={{
backgroundColor,
backgroundImage: `radial-gradient(circle at 50% 50%, ${particleColor}55 0%, transparent 55%), radial-gradient(circle at 35% 60%, ${accentColor}33 0%, transparent 40%)`,
}}
/>
);
}
return (
<div
ref={containerRef}
className={
className ??
"relative h-full w-full cursor-grab overflow-hidden active:cursor-grabbing [&_canvas]:touch-none"
}
onPointerDown={onPointerDown}
onPointerMove={track}
onPointerUp={endDrag}
onPointerLeave={release}
onPointerCancel={release}
/>
);
},
);
Swarm.displayName = "Swarm";
export default Swarm;