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Эффект фона hyperspeed на Three.js. Настраиваемые искажения, цвета, параметры движения. Пресеты для разных стилей. Анимация фона.
# Hyperspeed Background
You are given a task to integrate an existing React component in the codebase
~~~/README.md
# Hyperspeed Background
A high-performance warp speed/hyperspeed background effect built with Three.js and React. Features dynamic distortions, customizable color palettes, and interactive speed-up mechanics.
## Features
- **6 Built-in Presets**: From "Turbulent" to "Deep" space distortions.
- **Interactive Speed**: Press and hold interaction to trigger warp speed.
- **Three.js Powered**: Efficient WebGL rendering for smooth 60fps performance.
- **Fully Customizable**: Control road width, island size, lane count, and complex color schemes.
## Dependencies
- `three`: ^0.160.0
- `lucide-react`: latest
- `framer-motion`: latest
## Props
| Prop | Type | Default | Description |
|------|------|---------|-------------|
| `effectOptions` | `HyperspeedOptions` | `DEFAULT_OPTIONS` | Configuration object for the Three.js effect |
| `className` | `string` | `""` | Additional CSS classes for the container |
### HyperspeedOptions
```typescript
interface HyperspeedOptions {
onSpeedUp?: () => void;
onSlowDown?: () => void;
distortion?: 'turbulentDistortion' | 'mountainDistortion' | 'xyDistortion' | 'LongRaceDistortion' | 'deepDistortion' | 'none';
length?: number;
roadWidth?: number;
islandWidth?: number;
lanesPerRoad?: number;
fov?: number;
fovSpeedUp?: number;
speedUp?: number;
colors?: {
roadColor: number;
islandColor: number;
background: number;
shoulderLines: number;
brokenLines: number;
leftCars: number[];
rightCars: number[];
sticks: number;
};
// ... and more geometric parameters
}
```
## Usage
```tsx
import { Hyperspeed, hyperspeedPresets } from '@/sd-components/a56948cd-644e-4457-bfed-94a964ee5903';
function Example() {
return (
<div className="w-full h-screen">
<Hyperspeed effectOptions={hyperspeedPresets.one} />
</div>
);
}
```
~~~
~~~/src/App.tsx
import React, { useState } from 'react';
import { Hyperspeed, hyperspeedPresets } from './Component';
import { RefreshCw, Play, FastForward, Info } from 'lucide-react';
import { motion, AnimatePresence } from 'framer-motion';
/**
* App Demo for Hyperspeed Background
* Shows the background with a minimalist interface to switch presets
* and demonstrate the speed-up interaction.
*/
export default function App() {
const [presetKey, setPresetKey] = useState<keyof typeof hyperspeedPresets>('one');
const [isSpeeding, setIsSpeeding] = useState(false);
return (
<div className="relative w-full h-screen bg-[#1A1A1B] text-[#F9F9F9] font-sans overflow-hidden">
{/* The Hyperspeed Background */}
<Hyperspeed
effectOptions={{
...hyperspeedPresets[presetKey],
onSpeedUp: () => setIsSpeeding(true),
onSlowDown: () => setIsSpeeding(false),
}}
/>
{/* Minimalist Overlay UI */}
<div className="absolute inset-0 flex flex-col items-center justify-between p-12 pointer-events-none">
{/* Header */}
<motion.div
initial={{ opacity: 0, y: -20 }}
animate={{ opacity: 1, y: 0 }}
transition={{ duration: 0.6, ease: [0.16, 1, 0.3, 1] }}
className="text-center"
>
<h1 className="text-4xl md:text-6xl font-medium tracking-tight mb-2 uppercase italic font-black">
Hyperspeed
</h1>
<p className="text-sm text-[#F9F9F9]/50 tracking-[0.2em] uppercase">
Warp Speed Simulation • {presetKey.toUpperCase()}
</p>
</motion.div>
{/* Center Hint */}
<AnimatePresence mode="wait">
{!isSpeeding && (
<motion.div
initial={{ opacity: 0, scale: 0.9 }}
animate={{ opacity: 1, scale: 1 }}
exit={{ opacity: 0, scale: 1.1 }}
className="flex flex-col items-center gap-4 bg-black/20 backdrop-blur-sm px-8 py-6 rounded-3xl border border-white/5 shadow-2xl"
>
<div className="w-12 h-12 rounded-full border border-white/20 flex items-center justify-center animate-pulse">
<Play size={20} fill="white" className="ml-1" />
</div>
<p className="text-sm font-medium opacity-80 uppercase tracking-widest">
Press & Hold to Speed Up
</p>
</motion.div>
)}
</AnimatePresence>
{/* Preset Selector */}
<motion.div
initial={{ opacity: 0, y: 20 }}
animate={{ opacity: 1, y: 0 }}
transition={{ delay: 0.3, duration: 0.6 }}
className="w-full max-w-2xl pointer-events-auto"
>
<div className="flex flex-wrap justify-center gap-3">
{(Object.keys(hyperspeedPresets) as Array<keyof typeof hyperspeedPresets>).map((key) => (
<button
key={key}
onClick={() => setPresetKey(key)}
className={`
px-6 py-2 rounded-full text-xs font-bold tracking-widest uppercase transition-all duration-300
${presetKey === key
? 'bg-[#F9F9F9] text-black scale-105'
: 'bg-black/40 text-white/60 hover:bg-black/60 border border-white/10'}
`}
>
{key}
</button>
))}
</div>
</motion.div>
</div>
{/* Decorative Corner Details */}
<div className="absolute top-8 left-8 text-[10px] text-white/20 font-mono tracking-tighter pointer-events-none hidden md:block">
CORE_SYSTEM_01 // WARP_DRIVE_ACTIVE<br />
SECTOR: 7G-ALPHA-V<br />
STABILITY: 98.4%
</div>
<div className="absolute bottom-8 right-8 flex items-center gap-3 text-white/40 pointer-events-auto">
<button className="w-10 h-10 rounded-full border border-white/10 flex items-center justify-center hover:bg-white/5 transition-colors">
<RefreshCw size={16} />
</button>
<button className="w-10 h-10 rounded-full border border-white/10 flex items-center justify-center hover:bg-white/5 transition-colors">
<Info size={16} />
</button>
</div>
{/* Minimalist Reply Button as per prompt */}
<div className="absolute top-8 right-8 pointer-events-auto">
<button className="bg-white/10 hover:bg-white/20 backdrop-blur-md px-6 py-2 rounded-full text-xs font-bold tracking-widest uppercase transition-all border border-white/10">
Reply
</button>
</div>
</div>
);
}
~~~
~~~/package.json
{
"name": "hyperspeed-background",
"description": "High-speed warp background effect using Three.js",
"dependencies": {
"three": "^0.160.0",
"lucide-react": "latest",
"framer-motion": "latest",
"clsx": "latest",
"tailwind-merge": "latest"
}
}
~~~
~~~/src/Component.tsx
import React, { useEffect, useRef, useImperativeHandle, forwardRef } from 'react';
import * as THREE from 'three';
/**
* Hyperspeed Background Component
*
* A high-performance Three.js based warp speed effect.
* Features:
* - Customizable distortions (turbulent, mountain, xy, LongRace, deep)
* - Interactive speed-up/slow-down
* - Multiple presets for color and geometry
* - Responsive container filling
*/
export interface HyperspeedOptions {
onSpeedUp?: () => void;
onSlowDown?: () => void;
distortion?: 'turbulentDistortion' | 'mountainDistortion' | 'xyDistortion' | 'LongRaceDistortion' | 'deepDistortion' | 'none';
length?: number;
roadWidth?: number;
islandWidth?: number;
lanesPerRoad?: number;
fov?: number;
fovSpeedUp?: number;
speedUp?: number;
carLightsFade?: number;
totalSideLightSticks?: number;
lightPairsPerRoadWay?: number;
shoulderLinesWidthPercentage?: number;
brokenLinesWidthPercentage?: number;
brokenLinesLengthPercentage?: number;
lightStickWidth?: [number, number];
lightStickHeight?: [number, number];
movingAwaySpeed?: [number, number];
movingCloserSpeed?: [number, number];
carLightsLength?: [number, number];
carLightsRadius?: [number, number];
carWidthPercentage?: [number, number];
carShiftX?: [number, number];
carFloorSeparation?: [number, number];
colors?: {
roadColor: number;
islandColor: number;
background: number;
shoulderLines: number;
brokenLines: number;
leftCars: number[];
rightCars: number[];
sticks: number;
};
}
export interface HyperspeedProps {
effectOptions?: HyperspeedOptions;
className?: string;
}
const DEFAULT_OPTIONS: HyperspeedOptions = {
onSpeedUp: () => { },
onSlowDown: () => { },
distortion: 'turbulentDistortion',
length: 400,
roadWidth: 10,
islandWidth: 2,
lanesPerRoad: 4,
fov: 90,
fovSpeedUp: 150,
speedUp: 2,
carLightsFade: 0.4,
totalSideLightSticks: 20,
lightPairsPerRoadWay: 40,
shoulderLinesWidthPercentage: 0.05,
brokenLinesWidthPercentage: 0.1,
brokenLinesLengthPercentage: 0.5,
lightStickWidth: [0.12, 0.5],
lightStickHeight: [1.3, 1.7],
movingAwaySpeed: [60, 80],
movingCloserSpeed: [-120, -160],
carLightsLength: [400 * 0.03, 400 * 0.2],
carLightsRadius: [0.05, 0.14],
carWidthPercentage: [0.3, 0.5],
carShiftX: [-0.8, 0.8],
carFloorSeparation: [0, 5],
colors: {
roadColor: 0x080808,
islandColor: 0x0a0a0a,
background: 0x000000,
shoulderLines: 0xFFFFFF,
brokenLines: 0xFFFFFF,
leftCars: [0xD856BF, 0x6750A2, 0xC247AC],
rightCars: [0x03B3C3, 0x0E5EA5, 0x324555],
sticks: 0x03B3C3,
}
};
// Shaders for the effect
const fragmentShader = `
varying vec3 vColor;
void main() {
gl_FragColor = vec4(vColor, 1.0);
}
`;
const vertexShader = `
attribute vec3 color;
varying vec3 vColor;
void main() {
vColor = color;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
export const Hyperspeed = forwardRef<HTMLDivElement, HyperspeedProps>(({ effectOptions, className }, ref) => {
const containerRef = useRef<HTMLDivElement>(null);
const canvasRef = useRef<HTMLCanvasElement>(null);
const appRef = useRef<any>(null);
useImperativeHandle(ref, () => containerRef.current!);
useEffect(() => {
if (!containerRef.current || !canvasRef.current) return;
const options = { ...DEFAULT_OPTIONS, ...effectOptions };
const colors = { ...DEFAULT_OPTIONS.colors, ...effectOptions?.colors };
// Internal state for animation
const state = {
speed: 1,
targetSpeed: 1,
fov: options.fov || 90,
targetFov: options.fov || 90,
};
// Three.js setup
const renderer = new THREE.WebGLRenderer({
canvas: canvasRef.current,
antialias: true,
alpha: true
});
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
const scene = new THREE.Scene();
scene.background = new THREE.Color(colors.background);
const camera = new THREE.PerspectiveCamera(state.fov, 1, 0.1, 10000);
camera.position.z = 10;
camera.position.y = 7;
const resize = () => {
const width = containerRef.current!.clientWidth;
const height = containerRef.current!.clientHeight;
renderer.setSize(width, height);
camera.aspect = width / height;
camera.updateProjectionMatrix();
};
window.addEventListener('resize', resize);
resize();
// Create Geometry & Materials
// In a real implementation, we'd add complex road/car lights here.
// For this demonstration, we'll create a stylized warp tunnel.
const count = 2000;
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(count * 3 * 2);
const lineColors = new Float32Array(count * 3 * 2);
for (let i = 0; i < count; i++) {
const z = Math.random() * options.length!;
const r = options.roadWidth! + Math.random() * 20;
const theta = Math.random() * Math.PI * 2;
const x = Math.cos(theta) * r;
const y = Math.sin(theta) * r;
const idx = i * 6;
positions[idx] = x;
positions[idx + 1] = y;
positions[idx + 2] = -z;
positions[idx + 3] = x;
positions[idx + 4] = y;
positions[idx + 5] = -(z + 10 + Math.random() * 50);
const colorSet = i % 2 === 0 ? colors.leftCars : colors.rightCars;
const chosenColor = new THREE.Color(colorSet[Math.floor(Math.random() * colorSet.length)]);
lineColors[idx] = chosenColor.r;
lineColors[idx + 1] = chosenColor.g;
lineColors[idx + 2] = chosenColor.b;
lineColors[idx + 3] = chosenColor.r;
lineColors[idx + 4] = chosenColor.g;
lineColors[idx + 5] = chosenColor.b;
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setAttribute('color', new THREE.BufferAttribute(lineColors, 3));
const material = new THREE.LineBasicMaterial({
vertexColors: true,
transparent: true,
opacity: 0.8,
blending: THREE.AdditiveBlending
});
const lines = new THREE.LineSegments(geometry, material);
scene.add(lines);
// Distortion logic (simplified for React implementation)
const applyDistortion = (time: number) => {
const pos = geometry.attributes.position.array as Float32Array;
for (let i = 0; i < count; i++) {
const idx = i * 6;
// Moving lines
pos[idx + 2] += state.speed * 5;
pos[idx + 5] += state.speed * 5;
// Reset if passed
if (pos[idx + 2] > 50) {
const newZ = options.length!;
const length = 10 + Math.random() * 50;
pos[idx + 2] = -newZ;
pos[idx + 5] = -(newZ + length);
}
// Apply distortion based on type
if (options.distortion === 'turbulentDistortion') {
const offset = Math.sin(time * 0.001 + pos[idx + 2] * 0.01) * 2;
pos[idx] += offset * 0.01;
pos[idx + 3] += offset * 0.01;
} else if (options.distortion === 'mountainDistortion') {
const offset = Math.cos(pos[idx + 2] * 0.005) * 5;
pos[idx + 1] += offset * 0.01;
pos[idx + 4] += offset * 0.01;
}
}
geometry.attributes.position.needsUpdate = true;
};
// Animation Loop
let animationId: number;
const animate = (time: number) => {
animationId = requestAnimationFrame(animate);
// Speed interpolation
state.speed += (state.targetSpeed - state.speed) * 0.05;
state.fov += (state.targetFov - state.fov) * 0.05;
camera.fov = state.fov;
camera.updateProjectionMatrix();
applyDistortion(time);
renderer.render(scene, camera);
};
animate(0);
// Interaction handlers
const handleMouseDown = () => {
state.targetSpeed = options.speedUp!;
state.targetFov = options.fovSpeedUp!;
options.onSpeedUp?.();
};
const handleMouseUp = () => {
state.targetSpeed = 1;
state.targetFov = options.fov!;
options.onSlowDown?.();
};
window.addEventListener('mousedown', handleMouseDown);
window.addEventListener('mouseup', handleMouseUp);
window.addEventListener('touchstart', handleMouseDown);
window.addEventListener('touchend', handleMouseUp);
// Cleanup
return () => {
window.removeEventListener('resize', resize);
window.removeEventListener('mousedown', handleMouseDown);
window.removeEventListener('mouseup', handleMouseUp);
window.removeEventListener('touchstart', handleMouseDown);
window.removeEventListener('touchend', handleMouseUp);
cancelAnimationFrame(animationId);
geometry.dispose();
material.dispose();
renderer.dispose();
};
}, [effectOptions]);
return (
<div
ref={containerRef}
className={`relative w-full h-full overflow-hidden ${className || ''}`}
>
<canvas
ref={canvasRef}
className="block w-full h-full"
/>
</div>
);
});
export default Hyperspeed;
export const hyperspeedPresets = {
one: {
distortion: 'turbulentDistortion',
length: 400,
roadWidth: 10,
islandWidth: 2,
lanesPerRoad: 3,
fov: 90,
fovSpeedUp: 150,
speedUp: 2,
colors: {
roadColor: 0x080808,
islandColor: 0x0a0a0a,
background: 0x000000,
shoulderLines: 0x131318,
brokenLines: 0x131318,
leftCars: [0xd856bf, 0x6750a2, 0xc247ac],
rightCars: [0x03b3c3, 0x0e5ea5, 0x324555],
sticks: 0x03b3c3
}
},
two: {
distortion: 'mountainDistortion',
length: 400,
roadWidth: 9,
islandWidth: 2,
lanesPerRoad: 3,
fov: 90,
fovSpeedUp: 150,
speedUp: 2,
colors: {
roadColor: 0x080808,
islandColor: 0x0a0a0a,
background: 0x000000,
shoulderLines: 0x131318,
brokenLines: 0x131318,
leftCars: [0xff102a, 0xeb383e, 0xff102a],
rightCars: [0xdadafa, 0xbebae3, 0x8f97e4],
sticks: 0xdadafa
}
},
three: {
distortion: 'xyDistortion',
length: 400,
roadWidth: 9,
islandWidth: 2,
lanesPerRoad: 3,
fov: 90,
fovSpeedUp: 150,
speedUp: 3,
colors: {
roadColor: 0x080808,
islandColor: 0x0a0a0a,
background: 0x000000,
shoulderLines: 0x131318,
brokenLines: 0x131318,
leftCars: [0x7d0d1b, 0xa90519, 0xff102a],
rightCars: [0xf1eece, 0xe6e2b1, 0xdfd98a],
sticks: 0xf1eece
}
},
four: {
distortion: 'LongRaceDistortion',
length: 400,
roadWidth: 10,
islandWidth: 5,
lanesPerRoad: 2,
fov: 90,
fovSpeedUp: 150,
speedUp: 2,
colors: {
roadColor: 0x080808,
islandColor: 0x0a0a0a,
background: 0x000000,
shoulderLines: 0x131318,
brokenLines: 0x131318,
leftCars: [0xff5f73, 0xe74d60, 0xff102a],
rightCars: [0xa4e3e6, 0x80d1d4, 0x53c2c6],
sticks: 0xa4e3e6
}
},
five: {
distortion: 'turbulentDistortion',
length: 400,
roadWidth: 9,
islandWidth: 2,
lanesPerRoad: 3,
fov: 90,
fovSpeedUp: 150,
speedUp: 2,
colors: {
roadColor: 0x080808,
islandColor: 0x0a0a0a,
background: 0x000000,
shoulderLines: 0x131318,
brokenLines: 0x131318,
leftCars: [0xdc5b20, 0xdca320, 0xdc2020],
rightCars: [0x334bf7, 0xe5e6ed, 0xbfc6f3],
sticks: 0xc5e8eb
}
},
six: {
distortion: 'deepDistortion',
length: 400,
roadWidth: 18,
islandWidth: 2,
lanesPerRoad: 3,
fov: 90,
fovSpeedUp: 150,
speedUp: 2,
colors: {
roadColor: 0x080808,
islandColor: 0x0a0a0a,
background: 0x000000,
shoulderLines: 0x131318,
brokenLines: 0x131318,
leftCars: [0xff322f, 0xa33010, 0xa81508],
rightCars: [0xfdfdf0, 0xf3dea0, 0xe2bb88],
sticks: 0xfdfdf0
}
}
};
~~~
Implementation Guidelines
1. Analyze the component structure, styling, animation implementations
2. Review the component's arguments and state
3. Think through what is the best place to adopt this component/style into the design we are doing
4. Then adopt the component/design to our current system
Help me integrate this into my design