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import React, { useRef, useEffect, useState, useCallback } from 'react'
import { AudioEngine } from '../engine/AudioEngine'
import {
ParticleSystemParams,
ParticleSphere,
DEFAULT_FREQUENCY_RANGES,
DEFAULT_SPHERE_PARAMS,
FogParams
} from '../types/visualization'
import { NoiseGenerator, BeatManager, generateNewNoiseScale } from '../utils/noise'
import configLoader from '../utils/configLoader'
interface WorldTreeVisualizerProps {
audioEngine: AudioEngine | null
}
// ENTRONAUT INTEGRATION: Symbolic Emergence Field Analysis
interface EntronautState {
sefaScore: Float32Array
emergenceField: Float32Array
adaptiveParams: {
damping: Float32Array
diffusion: Float32Array
coupling: Float32Array
}
informationMetrics: {
complexity: number
emergence: number
coherence: number
}
}
// Advanced 3D Particle System Visualizer - Enhanced with Entronaut SEFA
export const WorldTreeVisualizer: React.FC<WorldTreeVisualizerProps> = ({ audioEngine }) => {
const canvasRef = useRef<HTMLCanvasElement>(null)
const animationRef = useRef<number>()
const lastTimeRef = useRef<number>(0)
// Three.js core objects
const sceneRef = useRef<any>()
const rendererRef = useRef<any>()
const cameraRef = useRef<any>()
const controlsRef = useRef<any>()
// Advanced visualization state
const spheresRef = useRef<ParticleSphere[]>([])
const noiseGeneratorRef = useRef<NoiseGenerator>()
const beatManagerRef = useRef<BeatManager>()
const tendrilSystemRef = useRef<any>()
const dysonSphereRef = useRef<any>()
// ENTRONAUT: Symbolic emergence tracking
const entronautStateRef = useRef<EntronautState>()
// State for UI controls
const [isVisualizationReady, setIsVisualizationReady] = useState(false)
const [activeSpheresCount, setActiveSpheresCount] = useState(5) // All spheres active by default
const [cymateGeometry, setCymateGeometry] = useState(true)
const [entronautEnabled, setEntronautEnabled] = useState(true)
const [adaptiveCoupling, setAdaptiveCoupling] = useState(true)
const [performanceMode, setPerformanceMode] = useState(false)
const [controlsCollapsed, setControlsCollapsed] = useState(true)
const [cameraControlsEnabled, setCameraControlsEnabled] = useState(true)
const [autoRotate, setAutoRotate] = useState(false)
const [aboutCollapsed, setAboutCollapsed] = useState(true)
const [tendrilsEnabled, setTendrilsEnabled] = useState(true)
const [tendrilDensity, setTendrilDensity] = useState(0.3)
const [dysonSphereEnabled, setDysonSphereEnabled] = useState(true)
const [vineGrowthRate, setVineGrowthRate] = useState(0.02)
const [vineComplexity, setVineComplexity] = useState(24)
const [showStartupInfo, setShowStartupInfo] = useState(true)
const [fogParams, setFogParams] = useState<FogParams>({
enabled: true,
color: '#000000',
near: 2.7,
far: 3.7
})
// Store state (currently minimal, expanded as needed)
// const { playback } = useNexusStore()
// Simplified performance monitoring - no complex optimizer
const [performanceStats, setPerformanceStats] = useState({
fps: 60,
particleCount: 0,
lastFpsUpdate: 0,
frameCount: 0
})
// Hidden Auto-Refresh System
const autoRefreshRef = useRef({
lastRefresh: 0,
refreshInterval: 120000, // 2 minutes base interval
performanceDegradationCount: 0,
particleHealthChecks: 0,
emergencyResetCount: 0,
isRefreshing: false
})
// Monitor particle system health
const checkParticleHealth = useCallback(() => {
if (!spheresRef.current) return true
let healthyParticles = 0
let totalParticles = 0
spheresRef.current.forEach(sphere => {
if (!sphere.params.enabled) return
const { positions, velocities } = sphere
const particleCount = sphere.params.particleCount
totalParticles += particleCount
for (let i = 0; i < particleCount; i++) {
const i3 = i * 3
const x = positions[i3]
const y = positions[i3 + 1]
const z = positions[i3 + 2]
const vx = velocities[i3]
const vy = velocities[i3 + 1]
const vz = velocities[i3 + 2]
// Check if particle is healthy (finite values, reasonable position/velocity)
if (isFinite(x) && isFinite(y) && isFinite(z) &&
isFinite(vx) && isFinite(vy) && isFinite(vz)) {
const dist = Math.sqrt(x*x + y*y + z*z)
const vel = Math.sqrt(vx*vx + vy*vy + vz*vz)
if (dist < 10 && vel < 1) { // Reasonable bounds
healthyParticles++
}
}
}
})
const healthRatio = totalParticles > 0 ? healthyParticles / totalParticles : 1
return healthRatio > 0.85 // 85% healthy particles threshold
}, [])
// Perform hidden refresh of particle systems
const performHiddenRefresh = useCallback(async (force = false) => {
if (autoRefreshRef.current.isRefreshing && !force) return
autoRefreshRef.current.isRefreshing = true
console.log('🔄 Performing hidden system refresh...')
try {
// Gradual refresh to avoid frame drops
for (let sphereIndex = 0; sphereIndex < spheresRef.current.length; sphereIndex++) {
const sphere = spheresRef.current[sphereIndex]
if (!sphere.params.enabled) continue
// Refresh 20% of particles at a time over 5 frames
const particleCount = sphere.params.particleCount
const batchSize = Math.floor(particleCount * 0.2)
for (let batch = 0; batch < 5; batch++) {
const startIdx = batch * batchSize
const endIdx = Math.min(startIdx + batchSize, particleCount)
// Reset particles in this batch
for (let i = startIdx; i < endIdx; i++) {
const i3 = i * 3
const radius = sphere.params.sphereRadius * sphere.params.innerSphereRadius
const theta = Math.random() * Math.PI * 2
const phi = Math.acos(2 * Math.random() - 1)
const r = Math.cbrt(Math.random()) * radius
sphere.positions[i3] = r * Math.sin(phi) * Math.cos(theta)
sphere.positions[i3 + 1] = r * Math.sin(phi) * Math.sin(theta)
sphere.positions[i3 + 2] = r * Math.cos(phi)
sphere.velocities[i3] = 0
sphere.velocities[i3 + 1] = 0
sphere.velocities[i3 + 2] = 0
sphere.lifetimes[i] = Math.random() * sphere.params.particleLifetime
sphere.beatEffects[i] = 0
}
// Wait one frame between batches to maintain smooth animation
if (batch < 4) {
await new Promise(resolve => requestAnimationFrame(() => resolve(undefined)))
}
}
// Note: Geometry updates are handled by the main animation loop
}
// Reset counters
autoRefreshRef.current.performanceDegradationCount = 0
autoRefreshRef.current.emergencyResetCount = 0
autoRefreshRef.current.lastRefresh = Date.now()
console.log('✅ Hidden refresh completed successfully')
} catch (error) {
console.warn('⚠️ Hidden refresh error:', error)
} finally {
autoRefreshRef.current.isRefreshing = false
}
}, [])
// ENTRONAUT: Initialize emergence field analysis - SIMPLIFIED for performance
const initializeEntronaut = useCallback(() => {
// Simplified - basic structure for UI display only
console.log('🧠 Entronaut SEFA system simplified for performance')
entronautStateRef.current = {
sefaScore: new Float32Array(0),
emergenceField: new Float32Array(0),
adaptiveParams: {
damping: new Float32Array(0),
diffusion: new Float32Array(0),
coupling: new Float32Array(0)
},
informationMetrics: {
complexity: 0,
emergence: 0,
coherence: 0
}
}
}, [])
// ENTRONAUT: Analyze audio - SIMPLIFIED
const analyzeSymbolicEmergence = useCallback((audioData: any, _currentTime: number) => {
// Simplified - only basic metrics without complex calculations
if (!entronautStateRef.current || !entronautEnabled) return
// Just update basic metrics without heavy computation
const { informationMetrics } = entronautStateRef.current
informationMetrics.complexity = audioData.overallAmplitude || 0
informationMetrics.emergence = audioData.beatDetected ? 1.0 : 0.1
informationMetrics.coherence = (audioData.deepEnergy + audioData.midEnergy + audioData.highEnergy) / 3.0
}, [entronautEnabled])
// ENTRONAUT: Apply adaptive coupling - SIMPLIFIED
const applyEntronautCoupling = useCallback((_sphere: ParticleSphere, _particleIndex: number) => {
// Return simple defaults - no complex field calculations
return { damping: 0.95, diffusion: 0.008, coupling: 0.02 }
}, [])
// Initialize Three.js scene and particle systems
const initializeVisualization = useCallback(async () => {
if (!canvasRef.current) return
console.log('🎨 Initializing advanced particle visualization with Entronaut SEFA...')
try {
// Dynamically import Three.js
const THREE = await import('three')
// Create scene
const scene = new THREE.Scene()
scene.background = new THREE.Color(0x000000)
sceneRef.current = scene
// Create camera
const camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
)
camera.position.set(0, 0, 2.5)
cameraRef.current = camera
// Create renderer
const renderer = new THREE.WebGLRenderer({
canvas: canvasRef.current!,
antialias: true
})
renderer.setSize(window.innerWidth, window.innerHeight)
rendererRef.current = renderer
// Initialize camera controls
const { OrbitControls } = await import('three/examples/jsm/controls/OrbitControls.js')
const controls = new OrbitControls(camera, renderer.domElement)
// Configure controls
controls.enableDamping = true
controls.dampingFactor = 0.05
controls.enableZoom = true
controls.enablePan = true
controls.enableRotate = true
// Set limits
controls.maxDistance = 50
controls.minDistance = 0.1
controls.maxPolarAngle = Math.PI // Allow full rotation
// Auto-rotate settings
controls.autoRotate = autoRotate
controls.autoRotateSpeed = 0.5
// Prevent controls from interfering with UI elements
controls.addEventListener('change', () => {
// Only update if camera controls are enabled
if (!cameraControlsEnabled) {
controls.enabled = false
}
})
controlsRef.current = controls
// Initialize noise generator and beat manager
noiseGeneratorRef.current = new NoiseGenerator()
beatManagerRef.current = new BeatManager()
// Initialize Entronaut
initializeEntronaut()
// Create particle spheres
await createParticleSpheres(THREE, scene)
// Create dynamic tendril system
if (tendrilsEnabled) {
await createTendrilSystem(THREE, scene)
}
// Create Dyson sphere/growing vines system
if (dysonSphereEnabled) {
await createDysonSphere(THREE, scene)
}
// Setup fog
updateFog(THREE)
setIsVisualizationReady(true)
console.log('✅ Advanced particle visualization with Entronaut initialized')
} catch (error) {
console.error('❌ Failed to initialize visualization:', error)
}
}, [initializeEntronaut])
// Create multiple particle sphere systems
const createParticleSpheres = useCallback(async (THREE: any, scene: any) => {
const spheres: ParticleSphere[] = []
// Load organic color schemes from config
const config = configLoader.getConfig()
const configColorSchemes = (config as any)?.colors?.sphereColorSchemes
// Enhanced organic color schemes for each sphere
const colorSchemes = configColorSchemes || [
{ start: '#2d5016', end: '#7d4f39' }, // Deep forest to iron oxide (sub-bass)
{ start: '#8b5a2b', end: '#4a6741' }, // Earth brown to vine green (bass)
{ start: '#cd853f', end: '#556b2f' }, // Sandy brown to moss green (mid)
{ start: '#daa520', end: '#2e8b57' }, // Gold leaf to sea green (high-mid)
{ start: '#b8860b', end: '#20b2aa' } // Burnished gold to teal depth (high)
]
for (let i = 0; i < 5; i++) {
const sphereParams: ParticleSystemParams = {
...DEFAULT_SPHERE_PARAMS,
enabled: true, // All spheres enabled by default
...DEFAULT_FREQUENCY_RANGES[i] || DEFAULT_FREQUENCY_RANGES[0],
colorStart: colorSchemes[i].start,
colorEnd: colorSchemes[i].end,
// Enhanced settings for organic, rich visuals
particleCount: 15000, // Increased for more density
turbulenceStrength: 0.006, // Reduced for more organic movement
beatStrength: 0.015, // Gentler beat response for organic feel
noiseScale: 2.5 + i * 0.3, // Smoother noise variation
sphereRadius: 1.0 + i * 0.06, // More subtle spatial variation
rotationSpeedMax: 0.04 + i * 0.006, // Slower, more organic rotation
particleLifetime: 12.0 + i * 2.0 // Longer lifetimes for stability
}
const sphere = await createParticleSphere(THREE, scene, i, sphereParams)
spheres.push(sphere)
}
spheresRef.current = spheres
console.log(`🔮 Created ${spheres.length} particle sphere systems`)
}, [])
// Create dynamic tendril system that connects particles
const createTendrilSystem = useCallback(async (THREE: any, scene: any) => {
if (!tendrilsEnabled) return
console.log('🌿 Creating dynamic tendril system...')
// Create tendril network between particles
const maxTendrils = 2000 // Maximum number of tendrils
const maxTendrilLength = 0.8 // Maximum distance for tendril connections
const tendrilSegments = 8 // Segments per tendril for smooth curves
// Create tendril geometry
const tendrilGeometry = new THREE.BufferGeometry()
const tendrilPositions = new Float32Array(maxTendrils * tendrilSegments * 6) // 2 points per segment
const tendrilColors = new Float32Array(maxTendrils * tendrilSegments * 6) // RGB for each point
const tendrilOpacities = new Float32Array(maxTendrils * tendrilSegments * 2) // Alpha for each point
// Initialize with empty data
tendrilPositions.fill(0)
tendrilColors.fill(0.3) // Dim gold base
tendrilOpacities.fill(0)
tendrilGeometry.setAttribute('position', new THREE.BufferAttribute(tendrilPositions, 3))
tendrilGeometry.setAttribute('color', new THREE.BufferAttribute(tendrilColors, 3))
tendrilGeometry.setAttribute('alpha', new THREE.BufferAttribute(tendrilOpacities, 1))
// Create custom shader material for tendrils
const tendrilMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0.0 },
sefaField: { value: 0.0 },
audioEnergy: { value: 0.0 }
},
vertexShader: `
attribute float alpha;
varying float vAlpha;
varying vec3 vColor;
uniform float time;
uniform float sefaField;
uniform float audioEnergy;
void main() {
vAlpha = alpha * (0.3 + 0.7 * sin(time * 2.0 + position.x * 10.0));
vColor = color * (0.5 + 0.5 * audioEnergy);
vec3 pos = position;
// Add SEFA-driven undulation
pos += 0.02 * sefaField * sin(time * 3.0 + position.y * 15.0) * normal;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`,
fragmentShader: `
varying float vAlpha;
varying vec3 vColor;
void main() {
// Create glowing tendril effect
float glow = 1.0 - length(gl_PointCoord - vec2(0.5));
glow = pow(glow, 2.0);
gl_FragColor = vec4(vColor, vAlpha * glow);
}
`,
transparent: true,
blending: THREE.AdditiveBlending,
side: THREE.DoubleSide
})
// Create tendril line system
const tendrilLines = new THREE.LineSegments(tendrilGeometry, tendrilMaterial)
tendrilLines.userData = { type: 'tendrils' }
scene.add(tendrilLines)
tendrilSystemRef.current = {
geometry: tendrilGeometry,
material: tendrilMaterial,
lines: tendrilLines,
positions: tendrilPositions,
colors: tendrilColors,
opacities: tendrilOpacities,
maxTendrils,
maxTendrilLength,
tendrilSegments,
lastUpdate: 0
}
console.log('✅ Dynamic tendril system created')
}, [tendrilsEnabled])
// Create Dyson sphere/growing vines system
const createDysonSphere = useCallback(async (THREE: any, scene: any) => {
if (!dysonSphereEnabled) return
console.log('🌿 Creating Dyson sphere growing vines system...')
const config = configLoader.getConfig()
const dysonConfig = (config as any)?.dysonSphere
const colors = (config as any)?.colors?.dysonVines
if (!dysonConfig || !colors) {
console.warn('Dyson sphere configuration missing')
return
}
// Initialize vine system
const maxVines = vineComplexity
const maxSegments = dysonConfig.vines.maxSegmentsPerVine
const sphereRadius = dysonConfig.vines.sphereRadius
// Create vine geometry
const vineGeometry = new THREE.BufferGeometry()
const vinePositions = new Float32Array(maxVines * maxSegments * 6) // Line segments
const vineColors = new Float32Array(maxVines * maxSegments * 6)
const vineOpacities = new Float32Array(maxVines * maxSegments * 2)
// Initialize with empty data
vinePositions.fill(0)
vineColors.fill(0)
vineOpacities.fill(0)
vineGeometry.setAttribute('position', new THREE.BufferAttribute(vinePositions, 3))
vineGeometry.setAttribute('color', new THREE.BufferAttribute(vineColors, 3))
vineGeometry.setAttribute('alpha', new THREE.BufferAttribute(vineOpacities, 1))
// Create node geometry for connection points
const nodeGeometry = new THREE.SphereGeometry(dysonConfig.nodes.nodeSize, 8, 6)
const nodeMaterial = new THREE.MeshBasicMaterial({
color: new THREE.Color(colors.nodeColor),
transparent: true,
opacity: 0.8
})
// Create vine shader material
const vineMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0.0 },
growthProgress: { value: 0.0 },
audioEnergy: { value: 0.0 },
emergenceField: { value: 0.0 },
vineGlow: { value: dysonConfig.visual.vineGlow },
primaryColor: { value: new THREE.Color(colors.primaryVine) },
secondaryColor: { value: new THREE.Color(colors.secondaryVine) },
highlightColor: { value: new THREE.Color(colors.vineHighlight) }
},
vertexShader: `
attribute float alpha;
varying float vAlpha;
varying vec3 vColor;
varying vec3 vPosition;
uniform float time;
uniform float growthProgress;
uniform float audioEnergy;
uniform vec3 primaryColor;
uniform vec3 secondaryColor;
uniform vec3 highlightColor;
void main() {
vAlpha = alpha * (0.4 + 0.6 * sin(time * 2.0 + position.x * 8.0));
vPosition = position;
// Organic color blending
float colorMix = sin(time * 1.5 + position.y * 6.0) * 0.5 + 0.5;
vColor = mix(primaryColor, secondaryColor, colorMix);
vColor = mix(vColor, highlightColor, audioEnergy * 0.3);
vec3 pos = position;
// Add organic growth undulation
float growth = min(1.0, growthProgress + sin(time * 0.5) * 0.1);
pos *= growth;
// Audio-reactive pulsing
pos += 0.01 * audioEnergy * sin(time * 4.0 + length(position) * 12.0) * normalize(position);
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`,
fragmentShader: `
varying float vAlpha;
varying vec3 vColor;
varying vec3 vPosition;
uniform float vineGlow;
void main() {
// Distance-based glow effect
float dist = length(vPosition);
float glow = 1.0 / (1.0 + dist * 2.0);
glow = pow(glow, vineGlow);
// Organic pulsing opacity
float pulse = sin(dist * 8.0 - time * 3.0) * 0.3 + 0.7;
gl_FragColor = vec4(vColor * glow, vAlpha * pulse);
}
`,
transparent: true,
blending: THREE.AdditiveBlending,
side: THREE.DoubleSide
})
// Create vine line system
const vineLines = new THREE.LineSegments(vineGeometry, vineMaterial)
vineLines.userData = { type: 'dysonVines' }
scene.add(vineLines)
// Create node instances
const nodeInstances = []
for (let i = 0; i < dysonConfig.nodes.nodeCount; i++) {
const node = new THREE.Mesh(nodeGeometry, nodeMaterial.clone())
node.userData = { type: 'dysonNode', index: i }
scene.add(node)
nodeInstances.push(node)
}
// Initialize vine growth data
const vineData = {
vines: [] as any[],
growthProgress: 0,
lastUpdate: 0
}
// Create initial vine seeds
for (let i = 0; i < dysonConfig.growth.seedPoints; i++) {
const theta = (i / dysonConfig.growth.seedPoints) * Math.PI * 2
const phi = Math.acos(2 * Math.random() - 1)
const startPos = {
x: sphereRadius * Math.sin(phi) * Math.cos(theta),
y: sphereRadius * Math.sin(phi) * Math.sin(theta),
z: sphereRadius * Math.cos(phi)
}
vineData.vines.push({
segments: [startPos],
growth: 0,
direction: { x: Math.random() - 0.5, y: Math.random() - 0.5, z: Math.random() - 0.5 },
branches: [],
maturity: 0,
energy: Math.random()
})
}
dysonSphereRef.current = {
vineGeometry,
vineMaterial,
vineLines,
nodeGeometry,
nodeInstances,
vinePositions,
vineColors,
vineOpacities,
vineData,
maxVines,
maxSegments,
sphereRadius,
lastUpdate: 0,
config: dysonConfig,
colors
}
console.log('✅ Dyson sphere growing vines system created')
}, [dysonSphereEnabled, vineComplexity])
// Create individual particle sphere
const createParticleSphere = async (
THREE: any,
scene: any,
index: number,
params: ParticleSystemParams
): Promise<ParticleSphere> => {
// Create geometry and buffers
const geometry = new THREE.BufferGeometry()
const positions = new Float32Array(params.particleCount * 3)
const colors = new Float32Array(params.particleCount * 3)
const velocities = new Float32Array(params.particleCount * 3)
const basePositions = new Float32Array(params.particleCount * 3)
const lifetimes = new Float32Array(params.particleCount)
const maxLifetimes = new Float32Array(params.particleCount)
const beatEffects = new Float32Array(params.particleCount)
// Initialize particles
for (let i = 0; i < params.particleCount; i++) {
const i3 = i * 3
const radius = THREE.MathUtils.lerp(0, params.sphereRadius, params.innerSphereRadius)
const theta = Math.random() * Math.PI * 2
const phi = Math.acos(2 * Math.random() - 1)
const r = Math.cbrt(Math.random()) * radius
const x = r * Math.sin(phi) * Math.cos(theta)
const y = r * Math.sin(phi) * Math.sin(theta)
const z = r * Math.cos(phi)
positions[i3] = x
positions[i3 + 1] = y
positions[i3 + 2] = z
basePositions[i3] = x
basePositions[i3 + 1] = y
basePositions[i3 + 2] = z
velocities[i3] = 0
velocities[i3 + 1] = 0
velocities[i3 + 2] = 0
const lt = Math.random() * params.particleLifetime
lifetimes[i] = lt
maxLifetimes[i] = lt
beatEffects[i] = 0
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3))
geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3))
// Create material with organic styling
const material = new THREE.PointsMaterial({
size: params.particleSize * (0.8 + index * 0.05), // Subtle size variation per sphere
vertexColors: true,
transparent: true,
opacity: 0.85 - index * 0.05, // Decreasing opacity for depth
blending: THREE.AdditiveBlending,
fog: true,
sizeAttenuation: true // Natural size falloff with distance
})
// Create particle system
const particleSystem = new THREE.Points(geometry, material)
particleSystem.visible = params.enabled
particleSystem.userData = { sphereIndex: index } // Critical: Link to sphere
scene.add(particleSystem)
// Create sphere object
const sphere: ParticleSphere = {
index,
params,
positions,
velocities,
basePositions,
lifetimes,
maxLifetimes,
beatEffects,
colors,
lastNoiseScale: params.noiseScale,
lastValidVolume: 0,
lastRotationSpeed: 0,
peakDetection: {
energyHistory: [],
historyLength: 30,
lastPeakTime: 0,
minTimeBetweenPeaks: 200
}
}
// Update colors
updateSphereColors(THREE, sphere)
return sphere
}
// Update sphere colors with organic palette blending
const updateSphereColors = (THREE: any, sphere: ParticleSphere) => {
const color1 = new THREE.Color(sphere.params.colorStart)
const color2 = new THREE.Color(sphere.params.colorEnd)
// Load organic palette for enhanced blending
const config = configLoader.getConfig()
const organicPalette = (config as any)?.colors?.organicPalette
for (let i = 0; i < sphere.params.particleCount; i++) {
const t = i / sphere.params.particleCount
// Base color interpolation
let r = color1.r * (1 - t) + color2.r * t
let g = color1.g * (1 - t) + color2.g * t
let b = color1.b * (1 - t) + color2.b * t
// Apply organic palette enhancement if available
if (organicPalette && entronautEnabled) {
const emergence = entronautStateRef.current?.informationMetrics?.emergence || 0
// Blend with organic colors based on SEFA emergence
const organicInfluence = emergence * 0.3
// Choose organic color based on frequency range
let organicColor
if (sphere.index === 0) { // Sub-bass -> deep forest/bronze
organicColor = hexToRgb(organicPalette.deepForest) || { r: 0.18, g: 0.31, b: 0.09 }
} else if (sphere.index === 1) { // Bass -> earth brown/copper
organicColor = hexToRgb(organicPalette.earthBrown) || { r: 0.54, g: 0.27, b: 0.07 }
} else if (sphere.index === 2) { // Mid -> copper glow/gold
organicColor = hexToRgb(organicPalette.copperGlow) || { r: 0.72, g: 0.45, b: 0.20 }
} else if (sphere.index === 3) { // High-mid -> gold leaf/moss
organicColor = hexToRgb(organicPalette.goldLeaf) || { r: 0.85, g: 0.65, b: 0.13 }
} else { // High -> teal depth/amber
organicColor = hexToRgb(organicPalette.tealDepth) || { r: 0.13, g: 0.70, b: 0.67 }
}
// Blend with organic color
r = r * (1 - organicInfluence) + organicColor.r * organicInfluence
g = g * (1 - organicInfluence) + organicColor.g * organicInfluence
b = b * (1 - organicInfluence) + organicColor.b * organicInfluence
}
sphere.colors[i * 3] = r
sphere.colors[i * 3 + 1] = g
sphere.colors[i * 3 + 2] = b
}
}
// Update fog
const updateFog = (THREE: any) => {
if (!sceneRef.current) return
if (!fogParams.enabled) {
sceneRef.current.fog = null
} else {
const color = new THREE.Color(fogParams.color)
sceneRef.current.fog = new THREE.Fog(color, fogParams.near, fogParams.far)
}
}
// Main animation loop
const animate = useCallback((currentTime: number) => {
if (!isVisualizationReady || !rendererRef.current || !sceneRef.current || !cameraRef.current) {
animationRef.current = requestAnimationFrame(animate)
return
}
const deltaTime = lastTimeRef.current ? (currentTime - lastTimeRef.current) / 1000 : 0
lastTimeRef.current = currentTime
// Check if audio is playing and hide startup info
if (showStartupInfo && audioEngine) {
const audioData = audioEngine.getAudioData()
if (audioData.overallAmplitude > 0.01) {
setShowStartupInfo(false)
}
}
// Enhanced FPS monitoring with auto-refresh triggers
setPerformanceStats(prev => {
const frameCount = prev.frameCount + 1
const timeSinceLastUpdate = currentTime - prev.lastFpsUpdate
if (timeSinceLastUpdate > 1000) { // Update FPS every second
const fps = Math.round(frameCount * 1000 / timeSinceLastUpdate)
const totalParticles = spheresRef.current.reduce((sum, sphere) =>
sum + (sphere.params.enabled ? sphere.params.particleCount : 0), 0)
// Hidden Auto-Refresh Logic
const autoRefresh = autoRefreshRef.current
const now = Date.now()
// Check for performance degradation
if (fps < 30) {
autoRefresh.performanceDegradationCount++
} else {
autoRefresh.performanceDegradationCount = Math.max(0, autoRefresh.performanceDegradationCount - 1)
}
// Check particle health every 5 seconds
if (frameCount % 5 === 0) {
autoRefresh.particleHealthChecks++
const isHealthy = checkParticleHealth()
if (!isHealthy) {
autoRefresh.emergencyResetCount++
}
}
// Trigger hidden refresh if conditions are met
const timeSinceLastRefresh = now - autoRefresh.lastRefresh
const shouldRefresh = (
// Periodic refresh (every 2 minutes base)
timeSinceLastRefresh > autoRefresh.refreshInterval ||
// Performance degradation (3 consecutive low FPS readings)
autoRefresh.performanceDegradationCount >= 3 ||
// Particle health issues (2 consecutive unhealthy checks)
autoRefresh.emergencyResetCount >= 2
)
if (shouldRefresh && !autoRefresh.isRefreshing) {
// Adjust refresh interval based on performance
if (autoRefresh.performanceDegradationCount >= 3) {
autoRefresh.refreshInterval = 60000 // 1 minute for poor performance
} else if (fps > 45) {
autoRefresh.refreshInterval = 180000 // 3 minutes for good performance
} else {
autoRefresh.refreshInterval = 120000 // 2 minutes default
}
// Perform refresh without blocking the main thread
setTimeout(() => performHiddenRefresh(), 100)
}
return {
fps,
particleCount: totalParticles,
lastFpsUpdate: currentTime,
frameCount: 0
}
}
return { ...prev, frameCount }
})
// Update camera controls
if (controlsRef.current) {
controlsRef.current.enabled = cameraControlsEnabled
controlsRef.current.autoRotate = autoRotate && cameraControlsEnabled
if (cameraControlsEnabled) {
controlsRef.current.update()
}
}
// Update beat manager
beatManagerRef.current?.update(deltaTime)
// ENTRONAUT: Analyze emergence patterns in audio data (reduced frequency for performance)
if (audioEngine && entronautEnabled && (Math.floor(currentTime * 0.01) % 3 === 0)) { // Run every 3rd frame
const audioData = audioEngine.getAudioData()
if (Math.random() < 0.005) { // Reduced logging frequency
console.log('🧠 SEFA Analysis - Audio Data:', {
deepEnergy: audioData.deepEnergy,
midEnergy: audioData.midEnergy,
highEnergy: audioData.highEnergy,
overallAmplitude: audioData.overallAmplitude,
beatDetected: audioData.beatDetected
})
}
analyzeSymbolicEmergence(audioData, currentTime)
}
// Update particle spheres
updateParticleSpheres(currentTime, deltaTime)
// Update dynamic tendrils
updateTendrilSystem(currentTime, deltaTime)
// Update Dyson sphere/growing vines
updateDysonSphere(currentTime, deltaTime)
// Render scene
rendererRef.current.render(sceneRef.current, cameraRef.current)
animationRef.current = requestAnimationFrame(animate)
}, [isVisualizationReady, audioEngine, entronautEnabled, analyzeSymbolicEmergence])
// Update all particle spheres with inter-sphere communication
const updateParticleSpheres = (currentTime: number, deltaTime: number) => {
if (!audioEngine || !noiseGeneratorRef.current || !beatManagerRef.current) return
// Calculate global emergence state for inter-sphere communication
const globalEmergence = entronautStateRef.current ?
entronautStateRef.current.informationMetrics.emergence : 0
const globalComplexity = entronautStateRef.current ?
entronautStateRef.current.informationMetrics.complexity : 0
spheresRef.current.forEach((sphere, sphereIndex) => {
if (!sphere.params.enabled) return
// Get audio data for this sphere
const audioData = audioEngine.getAdvancedAudioData(sphere)
// Add debug logging for the first sphere
if (sphere.index === 0 && Math.random() < 0.01) { // 1% chance to log
console.log('🎯 Audio data for sphere 0:', {
rangeEnergy: audioData.rangeEnergy,
rangeEnergyBeat: audioData.rangeEnergyBeat,
peakDetected: audioData.peakDetected,
beatThreshold: sphere.params.beatThreshold
})
}
// OPTIMIZED INTER-SPHERE COMMUNICATION (run less frequently)
if (entronautEnabled && adaptiveCoupling && (sphereIndex === 0 || Math.random() < 0.1)) {
// Simplified sphere influence with reduced frequency
let avgNoiseScale = 0
let activeNeighbors = 0
spheresRef.current.forEach((otherSphere, otherIndex) => {
if (otherIndex !== sphereIndex && otherSphere.params.enabled) {
avgNoiseScale += otherSphere.params.noiseScale
activeNeighbors++
}
})
if (activeNeighbors > 0) {
avgNoiseScale /= activeNeighbors
const networkInfluence = globalEmergence * 0.1 // Reduced influence
sphere.params.noiseScale = sphere.params.noiseScale * (1 - networkInfluence) +
avgNoiseScale * networkInfluence
}
// Simplified synchronization
const syncPulse = globalComplexity * 0.2
sphere.params.turbulenceStrength *= (1 + syncPulse)
}
// Handle peak detection and dynamic noise scaling
if (audioData.peakDetected && sphere.params.dynamicNoiseScale) {
sphere.params.noiseScale = generateNewNoiseScale(sphere.params, sphere.lastNoiseScale)
sphere.lastNoiseScale = sphere.params.noiseScale
}
// Beat detection and wave triggering
const beatDetected = audioData.rangeEnergyBeat > sphere.params.beatThreshold
if (beatDetected && !beatManagerRef.current!.isWaveActive && sphere.params.beatStrength > 0) {
beatManagerRef.current!.triggerWave(audioData.rangeEnergyBeat)
}
// Update particles
updateSphereParticles(sphere, currentTime, deltaTime, beatDetected)
// Update rotation based on audio
updateSphereRotation(sphere, audioData)
})
}
// Update dynamic tendril system with performance optimization
const updateTendrilSystem = (currentTime: number, _deltaTime: number) => {
if (!tendrilsEnabled || !tendrilSystemRef.current || !audioEngine || !entronautStateRef.current) return
// Performance optimization for tendril system
const adaptiveLevel = 1.0 // Simplified - no performance monitoring
const tendrilSystem = tendrilSystemRef.current
const { positions, colors, opacities, maxTendrils, maxTendrilLength, tendrilSegments } = tendrilSystem
// Update shader uniforms
const audioData = audioEngine.getAudioData()
const sefaMetrics = entronautStateRef.current.informationMetrics
tendrilSystem.material.uniforms.time.value = currentTime * 0.001
tendrilSystem.material.uniforms.sefaField.value = sefaMetrics.emergence
tendrilSystem.material.uniforms.audioEnergy.value = audioData.overallAmplitude || 0
// Only update connections periodically for performance
if (currentTime - tendrilSystem.lastUpdate < 100) return // Update every 100ms
tendrilSystem.lastUpdate = currentTime
let tendrilIndex = 0
const performanceMultiplier = Math.max(0.2, adaptiveLevel) // Minimum 20% tendrils even at low performance
const activeTendrils = Math.floor(maxTendrils * tendrilDensity * performanceMultiplier * (0.5 + 0.5 * audioData.overallAmplitude))
// Reset all positions
positions.fill(0)
opacities.fill(0)
// Create connections between particles from different spheres
for (let sphereA = 0; sphereA < spheresRef.current.length && tendrilIndex < activeTendrils; sphereA++) {
const sphere1 = spheresRef.current[sphereA]
if (!sphere1.params.enabled) continue
for (let sphereB = sphereA + 1; sphereB < spheresRef.current.length && tendrilIndex < activeTendrils; sphereB++) {
const sphere2 = spheresRef.current[sphereB]
if (!sphere2.params.enabled) continue
// Sample particles from each sphere
const sampleCount = Math.min(10, Math.floor(sphere1.params.particleCount / 1000))
for (let i = 0; i < sampleCount && tendrilIndex < activeTendrils; i++) {
const p1Index = Math.floor(Math.random() * sphere1.params.particleCount)
const p2Index = Math.floor(Math.random() * sphere2.params.particleCount)
const p1x = sphere1.positions[p1Index * 3]
const p1y = sphere1.positions[p1Index * 3 + 1]
const p1z = sphere1.positions[p1Index * 3 + 2]
const p2x = sphere2.positions[p2Index * 3]
const p2y = sphere2.positions[p2Index * 3 + 1]
const p2z = sphere2.positions[p2Index * 3 + 2]
const distance = Math.sqrt(
(p2x - p1x) ** 2 + (p2y - p1y) ** 2 + (p2z - p1z) ** 2
)
// Only create tendril if particles are within range
if (distance < maxTendrilLength) {
// Calculate SEFA influence on tendril strength
const fieldWidth = 32
const fieldX = Math.floor(((p1x + p2x) * 0.5 + 1) * 0.5 * fieldWidth)
const fieldY = Math.floor(((p1y + p2y) * 0.5 + 1) * 0.5 * fieldWidth)
const sefaIndex = Math.max(0, Math.min(
entronautStateRef.current.sefaScore.length - 1,
fieldY * fieldWidth + fieldX
))
const sefaStrength = entronautStateRef.current.sefaScore[sefaIndex]
// Create curved tendril with multiple segments
for (let segment = 0; segment < tendrilSegments - 1; segment++) {
const t1 = segment / (tendrilSegments - 1)
const t2 = (segment + 1) / (tendrilSegments - 1)
// Calculate curved path with SEFA-driven undulation
const curve1 = getCurvedTendrilPoint(p1x, p1y, p1z, p2x, p2y, p2z, t1, currentTime, sefaStrength)
const curve2 = getCurvedTendrilPoint(p1x, p1y, p1z, p2x, p2y, p2z, t2, currentTime, sefaStrength)
const baseIndex = tendrilIndex * tendrilSegments * 6 + segment * 6
// Set positions for line segment
positions[baseIndex] = curve1.x
positions[baseIndex + 1] = curve1.y
positions[baseIndex + 2] = curve1.z
positions[baseIndex + 3] = curve2.x
positions[baseIndex + 4] = curve2.y
positions[baseIndex + 5] = curve2.z
// Set colors based on frequency and SEFA with organic palette blending
const colorIntensity = 0.4 + 0.6 * sefaStrength // More subtle intensity range
const freq1Color = getFrequencyColor(sphere1.params.minFrequency, colorIntensity)
const freq2Color = getFrequencyColor(sphere2.params.minFrequency, colorIntensity)
// Blend colors organically
const blendFactor = Math.sin(currentTime * 0.0008 + distance * 5) * 0.5 + 0.5
colors[baseIndex] = freq1Color.r * (1 - blendFactor) + freq2Color.r * blendFactor
colors[baseIndex + 1] = freq1Color.g * (1 - blendFactor) + freq2Color.g * blendFactor
colors[baseIndex + 2] = freq1Color.b * (1 - blendFactor) + freq2Color.b * blendFactor
colors[baseIndex + 3] = freq2Color.r * (1 - blendFactor) + freq1Color.r * blendFactor
colors[baseIndex + 4] = freq2Color.g * (1 - blendFactor) + freq1Color.g * blendFactor
colors[baseIndex + 5] = freq2Color.b * (1 - blendFactor) + freq1Color.b * blendFactor
// Set opacity based on audio energy and distance
const opacity = (1 - distance / maxTendrilLength) * sefaStrength * audioData.overallAmplitude
const opacityIndex = tendrilIndex * tendrilSegments * 2 + segment * 2
opacities[opacityIndex] = opacity
opacities[opacityIndex + 1] = opacity
}
tendrilIndex++
}
}
}
}
// Mark geometry for update
tendrilSystem.geometry.attributes.position.needsUpdate = true
tendrilSystem.geometry.attributes.color.needsUpdate = true
tendrilSystem.geometry.attributes.alpha.needsUpdate = true
}
// Update Dyson sphere/growing vines system with performance optimization
const updateDysonSphere = (currentTime: number, deltaTime: number) => {
if (!dysonSphereEnabled || !dysonSphereRef.current || !audioEngine) return
// Performance optimization for Dyson sphere
// Simplified - no dynamic update frequency
const dysonSystem = dysonSphereRef.current
const { vineMaterial, vinePositions, vineColors, vineOpacities, vineData, config, colors } = dysonSystem
// Update shader uniforms
const audioData = audioEngine.getAudioData()
const sefaMetrics = entronautStateRef.current?.informationMetrics || { emergence: 0, complexity: 0 }
vineMaterial.uniforms.time.value = currentTime * 0.001
vineMaterial.uniforms.audioEnergy.value = audioData.overallAmplitude || 0
vineMaterial.uniforms.emergenceField.value = sefaMetrics.emergence
vineMaterial.uniforms.growthProgress.value = vineData.growthProgress
// Only update vine growth periodically for performance
if (currentTime - dysonSystem.lastUpdate < 50) return // Update every 50ms
dysonSystem.lastUpdate = currentTime
// Update vine growth
vineData.growthProgress = Math.min(1.0, vineData.growthProgress + vineGrowthRate * deltaTime)
let vineIndex = 0
// Reset all positions
vinePositions.fill(0)
vineOpacities.fill(0)
// Update each vine
vineData.vines.forEach((vine: any, vIndex: number) => {
if (vineIndex >= dysonSystem.maxVines) return
// Grow vine segments based on audio energy and SEFA
const audioInfluence = (audioData.overallAmplitude || 0) * config.vines.audioReactivity
const growthRate = config.vines.growthSpeed * (1 + audioInfluence) * vineData.growthProgress
vine.growth += growthRate * deltaTime
vine.maturity = Math.min(1.0, vine.maturity + deltaTime / config.growth.maturityTime)
// Add new segments as vine grows
if (vine.growth > 1.0 && vine.segments.length < config.vines.maxSegmentsPerVine) {
vine.growth = 0
const lastSegment = vine.segments[vine.segments.length - 1]
// Calculate organic growth direction
const centerForce = {
x: -lastSegment.x * 0.1,
y: -lastSegment.y * 0.1,
z: -lastSegment.z * 0.1
}
// Add curvature and organic variation
vine.direction.x += (Math.random() - 0.5) * config.vines.organicVariation + centerForce.x
vine.direction.y += (Math.random() - 0.5) * config.vines.organicVariation + centerForce.y
vine.direction.z += (Math.random() - 0.5) * config.vines.organicVariation + centerForce.z
// Normalize direction
const dirLength = Math.sqrt(vine.direction.x ** 2 + vine.direction.y ** 2 + vine.direction.z ** 2)
if (dirLength > 0) {
vine.direction.x /= dirLength
vine.direction.y /= dirLength
vine.direction.z /= dirLength
}
// Create new segment
const segmentLength = 0.1 + sefaMetrics.emergence * 0.05
const newSegment = {
x: lastSegment.x + vine.direction.x * segmentLength,
y: lastSegment.y + vine.direction.y * segmentLength,
z: lastSegment.z + vine.direction.z * segmentLength
}
vine.segments.push(newSegment)
// Update node positions
if (dysonSystem.nodeInstances[vIndex]) {
dysonSystem.nodeInstances[vIndex].position.set(newSegment.x, newSegment.y, newSegment.z)
// Update node material based on audio
const nodeMat = dysonSystem.nodeInstances[vIndex].material as any
nodeMat.opacity = 0.5 + 0.5 * audioData.overallAmplitude
nodeMat.color.setHex(parseInt(colors.nodeColor.replace('#', ''), 16))
}
}
// Render vine segments
for (let i = 0; i < vine.segments.length - 1 && vineIndex < dysonSystem.maxVines; i++) {
const segment1 = vine.segments[i]
const segment2 = vine.segments[i + 1]
const baseIndex = vineIndex * 6
// Set positions for line segment
vinePositions[baseIndex] = segment1.x
vinePositions[baseIndex + 1] = segment1.y
vinePositions[baseIndex + 2] = segment1.z
vinePositions[baseIndex + 3] = segment2.x
vinePositions[baseIndex + 4] = segment2.y
vinePositions[baseIndex + 5] = segment2.z
// Set colors based on maturity and audio
const maturityColor = vine.maturity
const audioColor = audioData.overallAmplitude || 0
const primaryColor = hexToRgb(colors.primaryVine)
const secondaryColor = hexToRgb(colors.secondaryVine)
const highlightColor = hexToRgb(colors.vineHighlight)
if (primaryColor && secondaryColor && highlightColor) {
const blendedColor = {
r: primaryColor.r * (1 - maturityColor) + secondaryColor.r * maturityColor,
g: primaryColor.g * (1 - maturityColor) + secondaryColor.g * maturityColor,
b: primaryColor.b * (1 - maturityColor) + secondaryColor.b * maturityColor
}
// Apply audio highlight
blendedColor.r = Math.min(1, blendedColor.r + highlightColor.r * audioColor * 0.3)
blendedColor.g = Math.min(1, blendedColor.g + highlightColor.g * audioColor * 0.3)
blendedColor.b = Math.min(1, blendedColor.b + highlightColor.b * audioColor * 0.3)
vineColors[baseIndex] = blendedColor.r
vineColors[baseIndex + 1] = blendedColor.g
vineColors[baseIndex + 2] = blendedColor.b
vineColors[baseIndex + 3] = blendedColor.r
vineColors[baseIndex + 4] = blendedColor.g
vineColors[baseIndex + 5] = blendedColor.b
}
// Set opacity based on growth and audio
const opacity = vine.maturity * (0.6 + 0.4 * audioData.overallAmplitude)
const opacityIndex = vineIndex * 2
vineOpacities[opacityIndex] = opacity
vineOpacities[opacityIndex + 1] = opacity
vineIndex++
}
})
// Mark geometry for update
dysonSystem.vineGeometry.attributes.position.needsUpdate = true
dysonSystem.vineGeometry.attributes.color.needsUpdate = true
dysonSystem.vineGeometry.attributes.alpha.needsUpdate = true
}
// Helper function to convert hex color to RGB
const hexToRgb = (hex: string) => {
const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex)
return result ? {
r: parseInt(result[1], 16) / 255,
g: parseInt(result[2], 16) / 255,
b: parseInt(result[3], 16) / 255
} : null
}
// Helper function to create curved tendril points
const getCurvedTendrilPoint = (x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, t: number, time: number, sefaStrength: number) => {
// Linear interpolation
const x = x1 + (x2 - x1) * t
const y = y1 + (y2 - y1) * t
const z = z1 + (z2 - z1) * t
// Add curvature and SEFA-driven undulation
const midPoint = t * (1 - t) * 4 // Peaks at t=0.5
const curve = midPoint * 0.2 * sefaStrength
const undulation = 0.05 * sefaStrength * Math.sin(time * 0.002 + t * 10)
return {
x: x + curve * Math.sin(time * 0.001 + t * 5) + undulation,
y: y + curve * Math.cos(time * 0.001 + t * 5) + undulation * 0.5,
z: z + curve * Math.sin(time * 0.0015 + t * 3) + undulation * 0.3
}
}
// Helper function to get frequency-based color with organic palette
const getFrequencyColor = (frequency: number, intensity: number) => {
const config = configLoader.getConfig()
const organicBlend = (config as any)?.colors?.tendrilColors?.organicBlend
if (organicBlend) {
const normalizedFreq = Math.min(1, frequency / 10000)
// Use organic color blending
let color
if (normalizedFreq < 0.2) {
color = organicBlend.forest // Deep greens for low frequencies
} else if (normalizedFreq < 0.4) {
color = organicBlend.bronze // Bronze for low-mid frequencies
} else if (normalizedFreq < 0.6) {
color = organicBlend.copper // Copper for mid frequencies
} else if (normalizedFreq < 0.8) {
color = organicBlend.gold // Gold for high-mid frequencies
} else {
color = organicBlend.teal // Teal for high frequencies
}
return {
r: color[0] * intensity,
g: color[1] * intensity,
b: color[2] * intensity
}
}
// Fallback to original calculation
const normalizedFreq = Math.min(1, frequency / 10000)
return {
r: (0.8 + 0.2 * normalizedFreq) * intensity,
g: (0.6 + 0.4 * Math.sin(normalizedFreq * Math.PI)) * intensity,
b: (0.2 + 0.8 * (1 - normalizedFreq)) * intensity
}
}
// Organic cymatic pattern generator - creates natural, sound-driven formations
const getCymatePattern = useCallback((x: number, y: number, z: number, frequency: number, time: number) => {
// Create organic patterns inspired by natural growth and cymatics
const r = Math.sqrt(x*x + y*y + z*z)
const theta = Math.atan2(y, x)
const phi = Math.acos(z / (r || 1))
// Frequency-based pattern selection with organic variation
const freqFactor = frequency / 1000
const pattern = Math.floor(freqFactor) % 5 // Added 5th pattern
let patternX = 0, patternY = 0, patternZ = 0
// Load config for cymatic pattern settings
const config = configLoader.getConfig()
const cymateConfig = (config as any)?.cymatics?.patterns
switch (pattern) {
case 0: // Organic radial waves (tree rings, water ripples)
const radialFreq = cymateConfig?.radialWaves?.frequencyFactor || 0.08
const radialPetals = cymateConfig?.radialWaves?.petalCount || 6
const radialPattern = Math.sin(r * radialFreq + time * 0.8) * Math.cos(theta * radialPetals + time * 0.3)
patternX = radialPattern * Math.cos(theta) * 0.7
patternY = radialPattern * Math.sin(theta) * 0.7
patternZ = Math.sin(phi * 3 + time * 0.4) * (cymateConfig?.radialWaves?.amplitudeZ || 0.4)
break
case 1: // Natural spiral harmonics (nautilus, plant growth)
const l = Math.max(1, Math.floor(freqFactor * 0.4) + 1)
const m = Math.floor(freqFactor * 0.25)
const spiralFactor = 1 + 0.3 * Math.sin(time * 0.6)
patternX = Math.sin(l * phi * spiralFactor) * Math.cos(m * theta + time * 0.7)
patternY = Math.sin(l * phi * spiralFactor) * Math.sin(m * theta + time * 0.7)
patternZ = Math.cos(l * phi) * Math.sin(time * 1.2) * 0.6
break
case 2: // Organic lattice (honeycomb, crystal growth)
const latticeFreq = cymateConfig?.geometricLattice?.frequencyFactor || 0.15
const organic = 0.8 + 0.2 * Math.sin(time * 0.5)
patternX = (Math.sin(x * latticeFreq + time * 0.6) + Math.sin(y * latticeFreq * 1.1)) * organic
patternY = (Math.sin(y * latticeFreq + time * 0.8) + Math.sin(z * latticeFreq * 0.9)) * organic
patternZ = (Math.sin(z * latticeFreq + time * 0.7) + Math.sin(x * latticeFreq * 1.05)) * organic
break
case 3: // Enhanced flower of life (sacred geometry)
const flowerFreq = cymateConfig?.flowerOfLife?.frequencyFactor || 0.12
const basePetals = cymateConfig?.flowerOfLife?.basePetals || 6
const petalVariation = cymateConfig?.flowerOfLife?.petalVariation || 0.1
const flowerPetals = basePetals + Math.floor(freqFactor * petalVariation * 10)
const bloom = 0.7 + 0.3 * Math.sin(time * 0.4)
patternX = Math.sin(theta * flowerPetals + time * 0.5) * Math.sin(r * flowerFreq) * bloom
patternY = Math.cos(theta * flowerPetals + time * 0.5) * Math.sin(r * flowerFreq) * bloom
patternZ = Math.sin(phi * flowerPetals * 0.7 + time * 0.6) * (cymateConfig?.flowerOfLife?.amplitudeZ || 0.25)
break
case 4: // New: Organic vine growth pattern
const vineFreq = freqFactor * 0.1
const vineSpiral = theta + r * 0.5 + time * 0.3
const growth = 0.6 + 0.4 * Math.sin(time * 0.35)
patternX = Math.sin(vineSpiral) * Math.exp(-r * 0.2) * growth
patternY = Math.cos(vineSpiral) * Math.exp(-r * 0.2) * growth
patternZ = Math.sin(r * vineFreq + time * 0.5) * 0.4 * growth
break
}
// Organic breathing effect with natural variation
const breathing = cymateConfig?.breathing
const breathingSpeed = breathing?.speed || 0.4
const intensityBase = breathing?.intensityBase || 0.25
const intensityVariation = breathing?.intensityVariation || 0.6
const intensity = intensityBase + intensityVariation * Math.sin(time * breathingSpeed) *
(0.8 + 0.2 * Math.sin(time * breathingSpeed * 0.7)) // Natural variation
return {
x: patternX * intensity,
y: patternY * intensity,
z: patternZ * intensity
}
}, [cymateGeometry])
// Update individual sphere particles with performance optimization
const updateSphereParticles = (
sphere: ParticleSphere,
currentTime: number,
deltaTime: number,
beatDetected: boolean
) => {
const { params, positions, velocities, lifetimes, beatEffects } = sphere
const noise = noiseGeneratorRef.current!
const beatManager = beatManagerRef.current!
// Performance optimization: Skip heavy calculations if needed
const adaptiveLevel = 1.0 // Simplified - no performance monitoring
// Frame skipping for low performance - simplified
// STABILITY: Clamp deltaTime to prevent integration instability
const clampedDeltaTime = Math.min(deltaTime, 1/30) // Max 30 FPS equivalent timestep
const config = configLoader.getConfig()
const maxVelocity = config?.visualization?.physics?.maxVelocity || 0.1
const stabilityThreshold = config?.visualization?.physics?.stabilityThreshold || 10.0
// Adaptive particle count based on performance
const adaptiveParticleCount = Math.min(params.particleCount,
adaptiveLevel * 15000) // Simplified - no dynamic particle count
// Level of detail calculation
const particleUpdateStep = Math.max(1, Math.floor(1 / adaptiveLevel))
for (let i = 0; i < adaptiveParticleCount; i += particleUpdateStep) {
const i3 = i * 3
let x = positions[i3]
let y = positions[i3 + 1]
let z = positions[i3 + 2]
let vx = velocities[i3]
let vy = velocities[i3 + 1]
let vz = velocities[i3 + 2]
let lt = lifetimes[i]
let be = beatEffects[i]
// STABILITY: Check for NaN or infinite values
if (!isFinite(x) || !isFinite(y) || !isFinite(z) ||
!isFinite(vx) || !isFinite(vy) || !isFinite(vz)) {
// Reset particle to safe position
const theta = Math.random() * Math.PI * 2
const phi = Math.acos(2 * Math.random() - 1)
const r = Math.cbrt(Math.random()) * params.sphereRadius * 0.5
x = r * Math.sin(phi) * Math.cos(theta)
y = r * Math.sin(phi) * Math.sin(theta)
z = r * Math.cos(phi)
vx = vy = vz = 0
console.warn(`🚨 Particle ${i} reset due to invalid values`)
}
// STABILITY: Check distance from origin - emergency containment
const distFromOrigin = Math.sqrt(x*x + y*y + z*z)
if (distFromOrigin > stabilityThreshold) {
// Pull particle back to safe zone
const pullFactor = 0.1
x *= pullFactor
y *= pullFactor
z *= pullFactor
vx *= 0.1 // Severe velocity damping
vy *= 0.1
vz *= 0.1
console.warn(`🚨 Particle ${i} emergency reset - distance: ${distFromOrigin.toFixed(2)}`)
}
// Update lifetime
lt -= clampedDeltaTime
// Calculate distance and sphere radius early for use in forces
const dist = Math.sqrt(x*x + y*y + z*z)
const sphereRadius = params.sphereRadius
// Define containment zones for use throughout particle update
const coreZone = sphereRadius * 0.4 // Core zone - natural movement
const innerZone = sphereRadius * 0.65 // Inner zone - gentle forces
const boundaryZone = sphereRadius * 0.8 // Warning zone - medium forces
const dangerZone = sphereRadius * 0.92 // Danger zone - strong forces
const emergencyZone = sphereRadius * 0.98 // Emergency zone - very strong forces
const hardBoundary = sphereRadius * 1.02 // Hard boundary - immediate reset
// Apply noise-based turbulence with distance-based scaling
const ns = params.noiseScale * adaptiveLevel // Scale noise with performance
const speed = params.noiseSpeed
const timeFactor = currentTime * 0.001
// Calculate noise values directly - no caching overhead
const noiseValues = {
x: noise.noise3D(x * ns + timeFactor * speed, y * ns, z * ns),
y: noise.noise3D(x * ns, y * ns + timeFactor * speed, z * ns),
z: noise.noise3D(x * ns, y * ns, z * ns + timeFactor * speed)
}
const noiseX = noiseValues.x
const noiseY = noiseValues.y
const noiseZ = noiseValues.z
// STABILITY: Scale turbulence by performance, distance, and containment zones
const performanceScale = Math.min(1.0, 60 * clampedDeltaTime) // Scale down for low FPS
// Scale turbulence to maintain audio reactivity while preventing boundary escape
const distanceScale = Math.max(0.3, 1 - (dist / sphereRadius) * 0.6) // Less aggressive reduction
const turbulenceScale = params.turbulenceStrength * performanceScale * distanceScale * 0.9 // Preserve more turbulence
vx += noiseX * turbulenceScale
vy += noiseY * turbulenceScale
vz += noiseZ * turbulenceScale
// Apply beat effects
if (beatDetected) {
be = 1.0
}
be *= 0.95
if (be > 0.01) {
const dist = Math.sqrt(x*x + y*y + z*z)
if (dist > 0) {
const dx = x / dist
const dy = y / dist
const dz = z / dist
// Modified beat force to prevent dispersion with stronger containment awareness
const baseBeatForce = be * params.beatStrength * 0.8 // Increased to preserve audio reactivity
// Use containment zones already defined above
if (dist < coreZone) {
// Normal outward beat force in core zone only
const beatForce = baseBeatForce
vx += dx * beatForce
vy += dy * beatForce
vz += dz * beatForce
} else if (dist < innerZone) {
// Reduced outward beat force in inner zone
const beatForce = baseBeatForce * 0.6
vx += dx * beatForce
vy += dy * beatForce
vz += dz * beatForce
} else if (dist < boundaryZone) {
// Tangential beat force in boundary zone to add movement without outward push
const tangentX = -dy
const tangentY = dx
const tangentZ = dz * 0.1 // Minimal Z movement
const beatForce = baseBeatForce * 0.4
vx += tangentX * beatForce
vy += tangentY * beatForce
vz += tangentZ * beatForce
} else if (dist < dangerZone) {
// Inward beat force in danger zone to pull particles back
const beatForce = baseBeatForce * 0.6
vx -= dx * beatForce
vy -= dy * beatForce
vz -= dz * beatForce
} else {
// Strong inward beat force beyond danger zone
const beatForce = baseBeatForce * 1.2
vx -= dx * beatForce
vy -= dy * beatForce
vz -= dz * beatForce
}
}
}
// Apply wave forces with strong containment awareness
const waveForce = beatManager.getWaveForce({ x, y, z })
if (waveForce > 0 && dist > 0) {
const dx = x / dist
const dy = y / dist
const dz = z / dist
// Balance wave force intensity to preserve audio reactivity while maintaining containment
const baseWaveIntensity = 0.0006 // Increased to preserve audio reactivity
// Use containment zones already defined above for wave behavior
let waveIntensity = baseWaveIntensity
let waveDirection = 1 // 1 = outward, -1 = inward, 0 = tangential
if (dist < coreZone) {
// Normal outward waves in core
waveIntensity = baseWaveIntensity
waveDirection = 1
} else if (dist < innerZone) {
// Reduced outward waves in inner zone
waveIntensity = baseWaveIntensity * 0.6
waveDirection = 1
} else if (dist < boundaryZone) {
// Tangential waves in boundary zone
waveIntensity = baseWaveIntensity * 0.3
// Create tangential force instead of radial
const tangentX = -dy
const tangentY = dx
const tangentZ = 0
vx += tangentX * waveForce * waveIntensity
vy += tangentY * waveForce * waveIntensity
vz += tangentZ * waveForce * waveIntensity
waveDirection = 0 // Skip radial application below
} else {
// Inward waves beyond boundary zone
waveIntensity = baseWaveIntensity * 0.8
waveDirection = -1
}
// Apply radial wave force if not tangential
if (waveDirection !== 0) {
vx += dx * waveForce * waveIntensity * waveDirection
vy += dy * waveForce * waveIntensity * waveDirection
vz += dz * waveForce * waveIntensity * waveDirection
}
}
// Cymatic geometry patterns - sound-driven geometric formations with containment awareness
if (cymateGeometry && audioEngine) {
const freq = sphere.params.minFrequency +
(sphere.params.maxFrequency - sphere.params.minFrequency) * 0.5
// Create geometric patterns based on frequency
const geometricPattern = getCymatePattern(x, y, z, freq, currentTime * 0.001)
// Scale cymatic intensity to balance audio reactivity with containment
let cymateScale = 1.0
if (dist > boundaryZone) {
// Moderate reduction near boundaries while preserving some reactivity
cymateScale = 0.4
} else if (dist > coreZone) {
// Gentle reduction outside core
cymateScale = 1.0 - ((dist - coreZone) / (boundaryZone - coreZone)) * 0.4
}
// Maintain stronger cymatic intensity for audio reactivity
const organicIntensity = 0.0012 * cymateScale * (0.8 + 0.2 * Math.sin(currentTime * 0.0005))
vx += geometricPattern.x * organicIntensity
vy += geometricPattern.y * organicIntensity
vz += geometricPattern.z * organicIntensity
}
// Update positions
x += vx
y += vy
z += vz
// ENTRONAUT: Apply enhanced biomimetic coupling parameters
const entronautParams = applyEntronautCoupling(sphere, i)
// Optimized living entity behavior: adaptive computational load
const entronautStep = Math.max(10, Math.floor(30 / adaptiveLevel)) // More aggressive stepping at low performance
if (entronautEnabled && adaptiveCoupling && (i % entronautStep === 0)) { // Adaptive step size
// Simplified flocking behavior with fewer neighbor checks
let avgVx = 0, avgVy = 0, avgVz = 0
let neighborCount = 0
const flockRadius = 0.25
// Check only a few nearby particles for performance
for (let j = Math.max(0, i - 20); j < Math.min(params.particleCount, i + 20); j += 5) {
if (j === i) continue
const j3 = j * 3
const dx = positions[j3] - x
const dy = positions[j3 + 1] - y
const dz = positions[j3 + 2] - z
const distSq = dx*dx + dy*dy + dz*dz // Use squared distance to avoid sqrt
if (distSq < flockRadius * flockRadius && distSq > 0) {
avgVx += velocities[j3]
avgVy += velocities[j3 + 1]
avgVz += velocities[j3 + 2]
neighborCount++
}
}
if (neighborCount > 0) {
avgVx /= neighborCount
avgVy /= neighborCount
avgVz /= neighborCount
// Reduce flocking influence to prevent convergence and preserve individuality
const flockInfluence = entronautParams.coupling * 0.08 // Reduced from 0.2
// Add some randomness to promote emergence rather than convergence
const emergenceRandomness = (Math.random() - 0.5) * 0.001
vx += (avgVx - vx) * flockInfluence + emergenceRandomness
vy += (avgVy - vy) * flockInfluence + emergenceRandomness
vz += (avgVz - vz) * flockInfluence + emergenceRandomness
}
}
// Light metabolic pulsing to add organic variation without dampening
if (entronautEnabled && adaptiveCoupling) {
const metabolicPulse = entronautParams.diffusion * 0.3 // Reduced from 0.5
const timeVariation = currentTime * 0.0001 // Add time-based variation
vx += metabolicPulse * Math.cos(i * 0.01 + timeVariation)
vy += metabolicPulse * Math.sin(i * 0.01 + timeVariation)
vz += metabolicPulse * Math.sin(i * 0.007 + timeVariation) * 0.5 // Add Z variation
}
// STABILITY: Velocity clamping to prevent runaway particles
const velocity = Math.sqrt(vx*vx + vy*vy + vz*vz)
if (velocity > maxVelocity) {
const scale = maxVelocity / velocity
vx *= scale
vy *= scale
vz *= scale
}
// Apply adaptive drag/damping with preservation of audio reactivity
let dampingFactor = entronautParams.damping
// Only apply extra damping in extreme zones to preserve energy
if (dist > emergencyZone) {
dampingFactor *= 0.9 // Light extra damping only near hard boundary
}
// Use less aggressive velocity decay to maintain particle liveliness
const velocityDecay = config?.visualization?.physics?.velocityDecay || 0.998 // Increased from 0.995
dampingFactor = Math.max(dampingFactor, velocityDecay) // Use max to preserve energy
vx *= dampingFactor
vy *= dampingFactor
vz *= dampingFactor
// ENHANCED MULTI-LAYER CONTAINMENT SYSTEM
// (dist, sphereRadius, and containment zones already calculated above)
// HARD BOUNDARY - Immediate containment for escaped particles
if (dist > hardBoundary) {
// Immediately pull particle back to safe zone
const pullbackFactor = 0.7 // Pull back to 70% of sphere radius
const safeRadius = sphereRadius * pullbackFactor
const safeX = (x / dist) * safeRadius
const safeY = (y / dist) * safeRadius
const safeZ = (z / dist) * safeRadius
x = safeX
y = safeY
z = safeZ
// Zero velocities for escaped particles
vx *= 0.1
vy *= 0.1
vz *= 0.1
console.warn(`🚨 Particle ${i} hard reset - distance: ${dist.toFixed(2)}`)
}
// EMERGENCY ZONE - Very strong containment
else if (dist > emergencyZone && dist > 0) {
const dx = x / dist
const dy = y / dist
const dz = z / dist
// Very strong inward force
const emergencyForce = (dist - emergencyZone) / (hardBoundary - emergencyZone) * 0.025
vx -= dx * emergencyForce
vy -= dy * emergencyForce
vz -= dz * emergencyForce
// Strong velocity damping
const dampingFactor = 0.7
vx *= dampingFactor
vy *= dampingFactor
vz *= dampingFactor
}
// DANGER ZONE - Strong containment
else if (dist > dangerZone && dist > 0) {
const dx = x / dist
const dy = y / dist
const dz = z / dist
// Strong inward force
const dangerForce = (dist - dangerZone) / (emergencyZone - dangerZone) * 0.015
vx -= dx * dangerForce
vy -= dy * dangerForce
vz -= dz * dangerForce
// Medium velocity damping
const dampingFactor = 0.85
vx *= dampingFactor
vy *= dampingFactor
vz *= dampingFactor
}
// BOUNDARY ZONE - Medium containment
else if (dist > boundaryZone && dist > 0) {
const dx = x / dist
const dy = y / dist
const dz = z / dist
// Medium inward force
const boundaryForce = (dist - boundaryZone) / (dangerZone - boundaryZone) * 0.008
vx -= dx * boundaryForce
vy -= dy * boundaryForce
vz -= dz * boundaryForce
// Light velocity damping
const dampingFactor = 0.92
vx *= dampingFactor
vy *= dampingFactor
vz *= dampingFactor
}
// INNER ZONE - Gentle containment
else if (dist > innerZone && dist > 0) {
const dx = x / dist
const dy = y / dist
const dz = z / dist
// Gentle inward force
const innerForce = (dist - innerZone) / (boundaryZone - innerZone) * 0.003
vx -= dx * innerForce
vy -= dy * innerForce
vz -= dz * innerForce
}
// GENTLE CENTER BIAS - Only for particles very far from center
if (dist > sphereRadius * 0.9 && dist > 0) {
const dx = x / dist
const dy = y / dist
const dz = z / dist
// Very gentle pull only when approaching boundaries
const centerBias = (dist - sphereRadius * 0.9) / (sphereRadius * 0.1) * 0.0008
vx -= dx * centerBias
vy -= dy * centerBias
vz -= dz * centerBias
}
// VELOCITY CLAMPING - Less restrictive to preserve audio reactivity
let maxVel = config?.visualization?.physics?.maxVelocity || 0.025 // Increased base velocity
if (dist > emergencyZone) {
maxVel *= 0.6 // Moderate limit only in emergency zone
} else if (dist > dangerZone) {
maxVel *= 0.8 // Light limit in danger zone
}
const velMag = Math.sqrt(vx*vx + vy*vy + vz*vz)
if (velMag > maxVel) {
const scale = maxVel / velMag
vx *= scale
vy *= scale
vz *= scale
}
// Respawn dead particles
if (lt <= 0) {
const radius = params.sphereRadius * params.innerSphereRadius
const theta = Math.random() * Math.PI * 2
const phi = Math.acos(2 * Math.random() - 1)
const r = Math.cbrt(Math.random()) * radius
x = r * Math.sin(phi) * Math.cos(theta)
y = r * Math.sin(phi) * Math.sin(theta)
z = r * Math.cos(phi)
vx = 0
vy = 0
vz = 0
lt = Math.random() * params.particleLifetime
be = 0
}
// Final stability check before updating arrays
const finalDist = Math.sqrt(x*x + y*y + z*z)
const finalVel = Math.sqrt(vx*vx + vy*vy + vz*vz)
// Emergency stability check
if (finalDist > sphereRadius * 1.5 || finalVel > 0.1 || !isFinite(finalDist) || !isFinite(finalVel)) {
// Emergency reset - place particle safely in core zone
const safeRadius = sphereRadius * 0.3
const theta = Math.random() * Math.PI * 2
const phi = Math.acos(2 * Math.random() - 1)
const r = Math.cbrt(Math.random()) * safeRadius
x = r * Math.sin(phi) * Math.cos(theta)
y = r * Math.sin(phi) * Math.sin(theta)
z = r * Math.cos(phi)
vx = 0
vy = 0
vz = 0
console.warn(`🚨 Emergency stability reset for particle ${i} - dist: ${finalDist.toFixed(2)}, vel: ${finalVel.toFixed(3)}`)
}
// Update arrays
positions[i3] = x
positions[i3 + 1] = y
positions[i3 + 2] = z
velocities[i3] = vx
velocities[i3 + 1] = vy
velocities[i3 + 2] = vz
lifetimes[i] = lt
beatEffects[i] = be
}
// Mark geometry for update
if (sceneRef.current) {
const particleSystem = sceneRef.current.children.find((child: any) =>
child.userData?.sphereIndex === sphere.index
) as any
if (particleSystem?.geometry) {
particleSystem.geometry.attributes.position.needsUpdate = true
}
}
}
// Update sphere rotation based on audio
const updateSphereRotation = (sphere: ParticleSphere, _audioData: any) => {
if (!audioEngine) return
const volumeData = audioEngine.getSmoothVolume(
sphere.lastValidVolume,
sphere.params.volumeChangeThreshold
)
if (volumeData.shouldUpdate) {
const targetRotationSpeed = sphere.params.rotationSpeedMin +
(sphere.params.rotationSpeedMax - sphere.params.rotationSpeedMin) * volumeData.volume
sphere.lastRotationSpeed = sphere.params.rotationSpeed +
(targetRotationSpeed - sphere.params.rotationSpeed) * sphere.params.rotationSmoothness
sphere.lastValidVolume = volumeData.volume
}
// Apply rotation
if (sceneRef.current) {
const particleSystem = sceneRef.current.children.find((child: any) =>
child.userData?.sphereIndex === sphere.index
) as any
if (particleSystem) {
particleSystem.rotation.y += sphere.lastRotationSpeed
}
}
}
// Camera control functions
const resetCameraPosition = useCallback(() => {
if (!cameraRef.current || !controlsRef.current) return
cameraRef.current.position.set(0, 0, 2.5)
controlsRef.current.target.set(0, 0, 0)
controlsRef.current.update()
}, [])
const setCameraPreset = useCallback((preset: 'default' | 'inside' | 'far' | 'top' | 'side') => {
if (!cameraRef.current || !controlsRef.current) return
switch (preset) {
case 'default':
cameraRef.current.position.set(0, 0, 2.5)
break
case 'inside':
cameraRef.current.position.set(0, 0, 0.5)
break
case 'far':
cameraRef.current.position.set(0, 0, 8)
break
case 'top':
cameraRef.current.position.set(0, 5, 0)
break
case 'side':
cameraRef.current.position.set(5, 0, 0)
break
}
controlsRef.current.target.set(0, 0, 0)
controlsRef.current.update()
}, [])
// Handle window resize
const handleResize = useCallback(() => {
if (!cameraRef.current || !rendererRef.current) return
cameraRef.current.aspect = window.innerWidth / window.innerHeight
cameraRef.current.updateProjectionMatrix()
rendererRef.current.setSize(window.innerWidth, window.innerHeight)
// Update controls on resize
if (controlsRef.current) {
controlsRef.current.handleResize?.()
}
}, [])
// Initialize on mount
useEffect(() => {
initializeVisualization()
window.addEventListener('resize', handleResize)
// Listen for camera control disable events from audio dock
const handleCameraControlToggle = (event: CustomEvent) => {
if (controlsRef.current) {
controlsRef.current.enabled = !event.detail && cameraControlsEnabled
}
}
window.addEventListener('disableCameraControls', handleCameraControlToggle as EventListener)
return () => {
window.removeEventListener('resize', handleResize)
window.removeEventListener('disableCameraControls', handleCameraControlToggle as EventListener)
if (animationRef.current) {
cancelAnimationFrame(animationRef.current)
}
if (controlsRef.current) {
controlsRef.current.dispose()
}
}
}, [initializeVisualization, handleResize, cameraControlsEnabled])
// Start animation when ready
useEffect(() => {
if (isVisualizationReady) {
animationRef.current = requestAnimationFrame(animate)
}
return () => {
if (animationRef.current) {
cancelAnimationFrame(animationRef.current)
}
}
}, [isVisualizationReady, animate])
return (
<div className="world-tree-visualizer">
<canvas
ref={canvasRef}
className="visualization-canvas"
style={{
position: 'absolute',
top: 0,
left: 0,
width: '100%',
height: '100%',
background: '#0D0A07',
pointerEvents: 'auto'
}}
onMouseEnter={() => {
// Enable camera controls when mouse enters visualization area
if (controlsRef.current && cameraControlsEnabled) {
controlsRef.current.enabled = true
}
}}
/>
{/* Compact Controls Panel */}
<div
className="particle-controls ancient-panel"
style={{
position: 'fixed',
bottom: '20px',
right: '20px',
zIndex: 1000,
background: 'linear-gradient(135deg, var(--marble-dark), var(--teal-dark))',
borderRadius: '8px',
color: 'var(--copper-light)',
fontFamily: 'Metamorphous, serif',
maxWidth: '280px',
maxHeight: '75vh',
transition: 'all 0.4s ease-in-out',
transform: controlsCollapsed ? 'translateX(calc(100% - 55px))' : 'translateX(0)',
backdropFilter: 'blur(15px)',
border: '2px solid var(--copper-medium)',
pointerEvents: 'auto',
boxShadow: '0 0 20px var(--copper-dark), inset 0 0 10px var(--teal-dark)',
display: 'flex',
flexDirection: 'column'
}}
onMouseEnter={() => {
// Disable camera controls when mouse enters controls panel
const event = new CustomEvent('disableCameraControls', { detail: true })
window.dispatchEvent(event)
}}
onMouseLeave={() => {
// Re-enable camera controls when mouse leaves controls panel
const event = new CustomEvent('disableCameraControls', { detail: false })
window.dispatchEvent(event)
}}
>
{/* Collapse/Expand Toggle */}
<button
onClick={() => setControlsCollapsed(!controlsCollapsed)}
onMouseEnter={(e) => {
e.currentTarget.style.transform = 'translateY(-50%) scale(1.1)'
e.currentTarget.style.borderColor = 'var(--transmission-glow)'
e.currentTarget.style.boxShadow = '0 0 15px var(--transmission-glow)'
}}
onMouseLeave={(e) => {
e.currentTarget.style.transform = 'translateY(-50%) scale(1)'
e.currentTarget.style.borderColor = 'var(--copper-medium)'
e.currentTarget.style.boxShadow = '0 0 5px var(--copper-bright)'
}}
style={{
position: 'absolute',
left: controlsCollapsed ? '8px' : '-30px',
top: '50%',
transform: 'translateY(-50%)',
background: 'linear-gradient(135deg, var(--teal-dark), var(--marble-dark))',
border: '2px solid var(--copper-medium)',
borderRadius: '50%',
width: '28px',
height: '28px',
color: 'var(--copper-bright)',
cursor: 'pointer',
fontSize: '12px',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
backdropFilter: 'blur(15px)',
transition: 'all 0.4s ease-in-out',
zIndex: 1001,
fontFamily: 'Uncial Antiqua, serif',
boxShadow: '0 0 5px var(--copper-bright)'
}}
title={controlsCollapsed ? 'Expand Transmission Interface' : 'Collapse Interface'}
>
{controlsCollapsed ? '⟨' : '⟩'}
</button>
{/* Collapsed State Indicator */}
{controlsCollapsed && (
<div style={{
padding: '12px 8px',
textAlign: 'center',
fontSize: '9px',
lineHeight: '1.1',
opacity: 1,
transition: 'opacity 0.3s ease-in-out 0.2s',
fontFamily: 'Uncial Antiqua, serif'
}}>
<div className="rune" style={{ fontSize: '14px', color: 'var(--copper-bright)' }}>⟐</div>
<div style={{ fontSize: '7px', marginTop: '2px', color: 'var(--copper-medium)' }}>
entity<br/>interface
</div>
</div>
)}
{/* Full Controls Panel */}
<div style={{
padding: controlsCollapsed ? '0' : '20px 20px 0 20px',
opacity: controlsCollapsed ? 0 : 1,
transition: 'opacity 0.3s ease-in-out 0.1s',
pointerEvents: controlsCollapsed ? 'none' : 'auto',
maxHeight: controlsCollapsed ? '0' : 'auto',
overflow: 'hidden',
flexShrink: 0
}}>
<h3 className="ancient-title" style={{
marginBottom: '10px',
fontSize: '16px',
textAlign: 'center',
fontFamily: 'Metamorphous, serif'
}}>
<span className="rune">⟐</span> Liminal Sessions <span className="rune">⟐</span>
</h3>
<div className="transmission-text" style={{
textAlign: 'center',
fontSize: '9px',
marginBottom: '15px',
opacity: 0.9,
fontFamily: 'Uncial Antiqua, serif'
}}>
≈ intercepted transmission ≈<br/>
◦ audio-reactive entity ◦
</div>
</div>
{/* Scrollable Content Area */}
<div style={{
padding: controlsCollapsed ? '0' : '0 20px 20px 20px',
opacity: controlsCollapsed ? 0 : 1,
transition: 'opacity 0.3s ease-in-out 0.1s',
pointerEvents: controlsCollapsed ? 'none' : 'auto',
maxHeight: controlsCollapsed ? '0' : 'calc(75vh - 120px)',
overflow: controlsCollapsed ? 'hidden' : 'auto',
overflowY: controlsCollapsed ? 'hidden' : 'scroll',
flexGrow: 1,
// Custom scrollbar styling for better aesthetics
scrollbarWidth: 'thin',
scrollbarColor: 'var(--copper-medium) transparent'
}}
// Custom webkit scrollbar styles
onMouseEnter={(e) => {
e.currentTarget.style.setProperty('--webkit-scrollbar-width', '6px')
e.currentTarget.style.setProperty('--webkit-scrollbar-track-background', 'transparent')
e.currentTarget.style.setProperty('--webkit-scrollbar-thumb-background', 'var(--copper-medium)')
e.currentTarget.style.setProperty('--webkit-scrollbar-thumb-border-radius', '3px')
}}
>
<style>{`
.particle-controls::-webkit-scrollbar {
width: 6px;
}
.particle-controls::-webkit-scrollbar-track {
background: transparent;
}
.particle-controls::-webkit-scrollbar-thumb {
background: var(--copper-medium);
border-radius: 3px;
}
.particle-controls::-webkit-scrollbar-thumb:hover {
background: var(--copper-bright);
}
`}</style>
<div style={{ marginBottom: '10px' }}>
<label className="runic-text" style={{
display: 'block',
marginBottom: '5px',
fontSize: '11px',
color: 'var(--copper-bright)'
}}>
<span className="rune">◯</span> active entities: {activeSpheresCount}
</label>
<input
type="range"
min="1"
max="5"
value={activeSpheresCount}
onChange={(e) => {
const count = parseInt(e.target.value)
setActiveSpheresCount(count)
spheresRef.current.forEach((sphere, index) => {
sphere.params.enabled = index < count
if (sceneRef.current) {
const particleSystem = sceneRef.current.children.find((child: any) =>
child.userData?.sphereIndex === sphere.index
) as any
if (particleSystem) {
particleSystem.visible = sphere.params.enabled
}
}
})
}}
style={{ width: '100%' }}
/>
</div>
<div style={{ marginBottom: '10px' }}>
<label className="runic-text" style={{
display: 'block',
marginBottom: '5px',
fontSize: '11px',
color: 'var(--copper-bright)'
}}>
<input
type="checkbox"
checked={cymateGeometry}
onChange={(e) => setCymateGeometry(e.target.checked)}
style={{ marginRight: '8px' }}
/>
<span className="rune">◈</span> cymatic patterns
</label>
</div>
<div style={{ marginBottom: '10px' }}>
<label className="runic-text" style={{
display: 'block',
marginBottom: '5px',
fontSize: '11px',
color: 'var(--copper-bright)'
}}>
<input
type="checkbox"
checked={tendrilsEnabled}
onChange={(e) => setTendrilsEnabled(e.target.checked)}
style={{ marginRight: '8px' }}
/>
<span className="rune">⟨⟩</span> neural tendrils
</label>
</div>
<div style={{ marginBottom: '10px' }}>
<label className="runic-text" style={{
display: 'block',
marginBottom: '5px',
fontSize: '11px',
color: 'var(--copper-bright)'
}}>
<span className="rune">≋</span> neural density: {Math.round(tendrilDensity * 100)}%
</label>
<input
type="range"
min="0.1"
max="1.0"
step="0.1"
value={tendrilDensity}
onChange={(e) => setTendrilDensity(parseFloat(e.target.value))}
disabled={!tendrilsEnabled}
style={{ width: '100%' }}
/>
</div>
<div style={{ marginBottom: '10px' }}>
<label className="runic-text" style={{
display: 'block',
marginBottom: '5px',
fontSize: '11px',
color: 'var(--copper-bright)'
}}>
<input
type="checkbox"
checked={dysonSphereEnabled}
onChange={(e) => setDysonSphereEnabled(e.target.checked)}
style={{ marginRight: '8px' }}
/>
<span className="rune">🌿</span> growing vines
</label>
</div>
<div style={{ marginBottom: '10px' }}>
<label className="runic-text" style={{
display: 'block',
marginBottom: '5px',
fontSize: '11px',
color: 'var(--copper-bright)'
}}>
<span className="rune">🌱</span> vine complexity: {vineComplexity}
</label>
<input
type="range"
min="8"
max="48"
step="4"
value={vineComplexity}
onChange={(e) => setVineComplexity(parseInt(e.target.value))}
disabled={!dysonSphereEnabled}
style={{ width: '100%' }}
/>
</div>
<div style={{ marginBottom: '10px' }}>
<label className="runic-text" style={{
display: 'block',
marginBottom: '5px',
fontSize: '11px',
color: 'var(--copper-bright)'
}}>
<span className="rune">⟲</span> growth rate: {Math.round(vineGrowthRate * 1000)}%
</label>
<input
type="range"
min="0.005"
max="0.05"
step="0.005"
value={vineGrowthRate}
onChange={(e) => setVineGrowthRate(parseFloat(e.target.value))}
disabled={!dysonSphereEnabled}
style={{ width: '100%' }}
/>
</div>
<div style={{ marginBottom: '10px' }}>
<label className="runic-text" style={{
display: 'block',
marginBottom: '5px',
fontSize: '11px',
color: 'var(--copper-bright)'
}}>
<input
type="checkbox"
checked={entronautEnabled}
onChange={(e) => setEntronautEnabled(e.target.checked)}
style={{ marginRight: '8px' }}
/>
<span className="rune">⟐</span> entronaut sefa
</label>
</div>
<div style={{ marginBottom: '10px' }}>
<label className="runic-text" style={{
display: 'block',
marginBottom: '5px',
fontSize: '11px',
color: 'var(--copper-bright)'
}}>
<input
type="checkbox"
checked={adaptiveCoupling}
onChange={(e) => setAdaptiveCoupling(e.target.checked)}
disabled={!entronautEnabled || performanceMode}
style={{ marginRight: '8px' }}
/>
<span className="rune">⧨</span> adaptive coupling
</label>
</div>
<div style={{ marginBottom: '10px' }}>
<label className="runic-text" style={{
display: 'block',
marginBottom: '5px',
fontSize: '11px',
color: 'var(--copper-bright)'
}}>
<input
type="checkbox"
checked={performanceMode}
onChange={(e) => {
setPerformanceMode(e.target.checked)
if (e.target.checked) {
setAdaptiveCoupling(false)
setEntronautEnabled(false)
}
}}
style={{ marginRight: '8px' }}
/>
<span className="rune">⚡</span> performance mode
</label>
</div>
{/* Performance Stats Display */}
<div style={{
marginBottom: '10px',
padding: '8px',
background: 'rgba(0,0,0,0.3)',
borderRadius: '4px',
border: '1px solid var(--copper-dark)'
}}>
<div className="runic-text" style={{
fontSize: '9px',
lineHeight: '1.3',
color: 'var(--copper-medium)'
}}>
<div><span className="rune">⚡</span> quality: 100%</div>
<div><span className="rune">🖥️</span> particles: {performanceStats.particleCount.toLocaleString()}</div>
<div style={{
color: performanceStats.fps < 30 ? 'var(--error-rust)' :
performanceStats.fps < 45 ? 'var(--warning-copper)' : 'var(--transmission-glow)'
}}>
<span className="rune">📊</span> performance: {performanceStats.fps >= 45 ? 'optimal' : performanceStats.fps >= 30 ? 'good' : 'stressed'}
</div>
</div>
</div>
{/* Manual Refresh Button */}
<div style={{ marginBottom: '15px' }}>
<button
onClick={() => performHiddenRefresh(true)}
disabled={autoRefreshRef.current.isRefreshing}
style={{
width: '100%',
padding: '8px 12px',
background: autoRefreshRef.current.isRefreshing
? 'linear-gradient(135deg, var(--copper-dark), var(--teal-dark))'
: 'linear-gradient(135deg, var(--marble-dark), var(--copper-medium))',
border: '2px solid var(--copper-medium)',
borderRadius: '6px',
color: autoRefreshRef.current.isRefreshing ? 'var(--copper-medium)' : 'var(--copper-bright)',
fontFamily: 'Uncial Antiqua, serif',
fontSize: '10px',
cursor: autoRefreshRef.current.isRefreshing ? 'not-allowed' : 'pointer',
transition: 'all 0.3s ease-in-out',
backdropFilter: 'blur(5px)',
opacity: autoRefreshRef.current.isRefreshing ? 0.6 : 1,
textShadow: '0 1px 2px rgba(0,0,0,0.5)'
}}
onMouseEnter={(e) => {
if (!autoRefreshRef.current.isRefreshing) {
e.currentTarget.style.borderColor = 'var(--transmission-glow)'
e.currentTarget.style.background = 'linear-gradient(135deg, var(--copper-medium), var(--transmission-glow))'
e.currentTarget.style.color = 'var(--marble-light)'
e.currentTarget.style.transform = 'scale(1.02)'
e.currentTarget.style.boxShadow = '0 4px 15px var(--transmission-glow)33'
}
}}
onMouseLeave={(e) => {
if (!autoRefreshRef.current.isRefreshing) {
e.currentTarget.style.borderColor = 'var(--copper-medium)'
e.currentTarget.style.background = 'linear-gradient(135deg, var(--marble-dark), var(--copper-medium))'
e.currentTarget.style.color = 'var(--copper-bright)'
e.currentTarget.style.transform = 'scale(1)'
e.currentTarget.style.boxShadow = 'none'
}
}}
>
<span className="rune" style={{ marginRight: '6px' }}>
{autoRefreshRef.current.isRefreshing ? '⧗' : '⟲'}
</span>
{autoRefreshRef.current.isRefreshing ? 'restoring equilibrium...' : 'reset particle fields'}
</button>
</div>
<div style={{ marginBottom: '10px' }}>
<label style={{ display: 'block', marginBottom: '5px', fontSize: '12px' }}>
<input
type="checkbox"
checked={cameraControlsEnabled}
onChange={(e) => setCameraControlsEnabled(e.target.checked)}
style={{ marginRight: '8px' }}
/>
Camera Controls
</label>
</div>
<div style={{ marginBottom: '10px' }}>
<label style={{ display: 'block', marginBottom: '5px', fontSize: '12px' }}>
<input
type="checkbox"
checked={autoRotate}
onChange={(e) => setAutoRotate(e.target.checked)}
disabled={!cameraControlsEnabled}
style={{ marginRight: '8px' }}
/>
Auto Rotate
</label>
</div>
{/* Camera Preset Buttons */}
{cameraControlsEnabled && (
<div style={{ marginBottom: '10px' }}>
<div style={{ fontSize: '11px', marginBottom: '5px', color: '#FFD700' }}>Camera Presets:</div>
<div style={{ display: 'grid', gridTemplateColumns: '1fr 1fr', gap: '4px' }}>
<button
onClick={() => setCameraPreset('default')}
style={{
background: 'rgba(255, 215, 0, 0.2)',
border: '1px solid rgba(255, 215, 0, 0.4)',
color: '#FFD700',
padding: '4px 8px',
borderRadius: '4px',
fontSize: '9px',
cursor: 'pointer'
}}
>
Default
</button>
<button
onClick={() => setCameraPreset('inside')}
style={{
background: 'rgba(255, 215, 0, 0.2)',
border: '1px solid rgba(255, 215, 0, 0.4)',
color: '#FFD700',
padding: '4px 8px',
borderRadius: '4px',
fontSize: '9px',
cursor: 'pointer'
}}
>
Inside
</button>
<button
onClick={() => setCameraPreset('far')}
style={{
background: 'rgba(255, 215, 0, 0.2)',
border: '1px solid rgba(255, 215, 0, 0.4)',
color: '#FFD700',
padding: '4px 8px',
borderRadius: '4px',
fontSize: '9px',
cursor: 'pointer'
}}
>
Far View
</button>
<button
onClick={() => setCameraPreset('top')}
style={{
background: 'rgba(255, 215, 0, 0.2)',
border: '1px solid rgba(255, 215, 0, 0.4)',
color: '#FFD700',
padding: '4px 8px',
borderRadius: '4px',
fontSize: '9px',
cursor: 'pointer'
}}
>
Top View
</button>
</div>
<button
onClick={resetCameraPosition}
style={{
background: 'rgba(255, 215, 0, 0.3)',
border: '1px solid rgba(255, 215, 0, 0.5)',
color: '#FFD700',
padding: '4px 8px',
borderRadius: '4px',
fontSize: '9px',
cursor: 'pointer',
width: '100%',
marginTop: '4px'
}}
>
Reset Camera
</button>
</div>
)}
<div style={{ marginBottom: '10px' }}>
<label style={{ display: 'block', marginBottom: '5px', fontSize: '12px' }}>
<input
type="checkbox"
checked={fogParams.enabled}
onChange={async (e) => {
setFogParams(prev => ({ ...prev, enabled: e.target.checked }))
const THREE = await import('three')
updateFog(THREE)
}}
style={{ marginRight: '8px' }}
/>
Fog Effect
</label>
</div>
<div className="transmission-text" style={{
fontSize: '9px',
opacity: 0.9,
marginTop: '15px',
lineHeight: '1.4',
fontFamily: 'Uncial Antiqua, serif',
color: 'var(--copper-medium)'
}}>
<div>◦ audio-reactive ◦ | ≋ beat-detection ≋ | ⟐ dynamic-noise ⟐</div>
<div style={{ marginTop: '5px' }}>
<span className="rune">◯</span> {spheresRef.current.filter(s => s.params.enabled).length} entities |
<span className="rune">✦</span> {performanceStats.particleCount.toLocaleString()} particles
</div>
<div style={{
marginTop: '5px',
color: performanceStats.fps < 30 ? 'var(--error-rust)' : performanceStats.fps < 45 ? 'var(--warning-copper)' : 'var(--transmission-glow)'
}}>
<span className="rune">⧨</span> {performanceStats.fps} fps | transmission {performanceStats.fps >= 45 ? 'stable' : performanceStats.fps >= 30 ? 'fluctuating' : 'unstable'}
</div>
{cymateGeometry && <div style={{ marginTop: '3px' }}><span className="rune">◈</span> cymatic patterns active</div>}
{tendrilsEnabled && <div style={{ marginTop: '3px' }}><span className="rune">⟨⟩</span> neural tendrils ({Math.round(tendrilDensity * 100)}% density)</div>}
{dysonSphereEnabled && <div style={{ marginTop: '3px' }}><span className="rune">🌿</span> growing vines ({vineComplexity} complexity, {Math.round(vineGrowthRate * 1000)}% growth)</div>}
{cameraControlsEnabled && (
<div style={{ marginTop: '3px', fontSize: '8px', color: 'var(--teal-light)' }}>
<span className="rune">⟐</span> observer: orbit | zoom | pan
</div>
)}
{entronautEnabled && (
<div style={{ marginTop: '5px', fontSize: '8px', lineHeight: '1.3' }}>
<div><span className="rune">⟐</span> sefa analysis: {entronautStateRef.current ? 'active' : 'initializing'}</div>
{entronautStateRef.current && (
<>
<div>complexity: {(entronautStateRef.current.informationMetrics.complexity * 100).toFixed(1)}%</div>
<div>emergence: {(entronautStateRef.current.informationMetrics.emergence * 100).toFixed(1)}%</div>
<div>coherence: {(entronautStateRef.current.informationMetrics.coherence * 100).toFixed(1)}%</div>
{adaptiveCoupling && (
<div style={{ marginTop: '3px', color: 'var(--teal-light)' }}>
<span className="rune">⧨</span> biomimetic coupling active
</div>
)}
</>
)}
</div>
)}
<div style={{ marginTop: '5px', fontSize: '8px', opacity: 0.8 }}>
<div>sub-bass (20-80hz) | bass (120-250hz) | mid (250-800hz)</div>
<div>high-mid (1k-4khz) | high (5k-10khz)</div>
</div>
</div>
</div>
</div>
{/* About Section - Expanded Clickable Widget */}
<div
className="about-section ancient-panel"
onClick={() => setAboutCollapsed(!aboutCollapsed)}
style={{
position: 'fixed',
bottom: aboutCollapsed ? '20px' : '5%',
left: aboutCollapsed ? '50%' : '50%',
transform: aboutCollapsed ? 'translateX(-50%) translateY(calc(100% - 75px))' : 'translateX(-50%) translateY(0)',
zIndex: 1000,
background: 'linear-gradient(135deg, var(--marble-dark), var(--teal-dark))',
borderRadius: aboutCollapsed ? '10px' : '15px',
color: 'var(--copper-light)',
fontFamily: 'Metamorphous, serif',
width: aboutCollapsed ? '420px' : '90vw',
minWidth: aboutCollapsed ? '420px' : '800px',
maxWidth: aboutCollapsed ? '420px' : '1200px',
height: aboutCollapsed ? 'auto' : '80vh',
maxHeight: aboutCollapsed ? 'none' : '80vh',
transition: 'all 0.5s ease-in-out',
backdropFilter: 'blur(20px)',
border: '2px solid var(--copper-medium)',
pointerEvents: 'auto',
boxShadow: aboutCollapsed
? '0 4px 20px var(--copper-dark), inset 0 0 15px var(--teal-dark)'
: '0 10px 40px rgba(0, 0, 0, 0.7), inset 0 0 25px var(--teal-dark)',
cursor: 'pointer',
overflow: aboutCollapsed ? 'visible' : 'hidden'
}}
onMouseEnter={(e) => {
// Disable camera controls when mouse enters about section
const event = new CustomEvent('disableCameraControls', { detail: true })
window.dispatchEvent(event)
// Add hover effect
e.currentTarget.style.borderColor = 'var(--transmission-glow)'
e.currentTarget.style.boxShadow = '0 6px 25px var(--transmission-glow)'
}}
onMouseLeave={(e) => {
// Re-enable camera controls when mouse leaves about section
const event = new CustomEvent('disableCameraControls', { detail: false })
window.dispatchEvent(event)
// Remove hover effect
e.currentTarget.style.borderColor = 'var(--copper-medium)'
e.currentTarget.style.boxShadow = '0 4px 20px var(--copper-dark)'
}}
>
{/* Collapsed State - Clickable Widget */}
{aboutCollapsed && (
<div style={{
padding: '18px 25px',
textAlign: 'center',
fontSize: '12px',
lineHeight: '1.4',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
gap: '12px',
minHeight: '55px'
}}>
<div className="rune" style={{ fontSize: '20px', color: 'var(--copper-bright)' }}>⟐</div>
<div style={{
flex: 1,
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
gap: '3px'
}}>
<div className="ancient-title" style={{
fontSize: '13px',
color: 'var(--copper-bright)',
fontWeight: 'bold',
fontFamily: 'Metamorphous, serif'
}}>
- liminal sessions -
</div>
<div className="runic-text" style={{
fontSize: '9px',
color: 'var(--copper-medium)',
opacity: 0.9,
fontFamily: 'Uncial Antiqua, serif'
}}>
◦ click to access entity data ◦
</div>
</div>
<div className="rune" style={{ fontSize: '14px', opacity: 0.7, color: 'var(--transmission-glow)' }}>⟨</div>
</div>
)}
{/* Expanded State - Full About Panel */}
{!aboutCollapsed && (
<div style={{
padding: '30px 40px',
transition: 'all 0.3s ease-in-out',
position: 'relative',
height: '100%',
display: 'flex',
flexDirection: 'column',
overflow: 'auto'
}}>
{/* Subtle Logo Background */}
<div style={{
position: 'absolute',
top: 0,
left: 0,
right: 0,
bottom: 0,
backgroundImage: 'url(/images/logo.webp)',
backgroundSize: '200px 200px',
backgroundRepeat: 'no-repeat',
backgroundPosition: 'top right 40px',
opacity: 0.15,
borderRadius: '15px',
pointerEvents: 'none'
}} />
{/* Content Overlay */}
<div style={{
position: 'relative',
zIndex: 2,
flexGrow: 1,
display: 'flex',
flexDirection: 'column'
}}>
<div style={{
display: 'flex',
alignItems: 'center',
justifyContent: 'space-between',
marginBottom: '25px',
paddingBottom: '15px',
borderBottom: '1px solid var(--copper-dark)'
}}>
<h3 className="ancient-title" style={{
margin: 0,
fontSize: '28px',
textAlign: 'center',
flex: 1,
fontFamily: 'Metamorphous, serif',
color: 'var(--copper-bright)',
textShadow: '0 2px 4px rgba(0,0,0,0.5)'
}}>
<span className="rune" style={{ fontSize: '32px' }}>⟐</span> Liminal Sessions <span className="rune" style={{ fontSize: '32px' }}>⟐</span>
</h3>
<div className="rune" style={{
fontSize: '20px',
opacity: 0.7,
color: 'var(--transmission-glow)',
cursor: 'pointer',
transition: 'all 0.2s ease',
padding: '5px'
}}
onMouseEnter={(e) => {
e.currentTarget.style.opacity = '1'
e.currentTarget.style.transform = 'scale(1.1)'
}}
onMouseLeave={(e) => {
e.currentTarget.style.opacity = '0.7'
e.currentTarget.style.transform = 'scale(1)'
}}
>⟩</div>
</div>
<div style={{
display: 'grid',
gridTemplateColumns: '1fr',
gap: '20px',
flexGrow: 1
}}>
<div className="transmission-text" style={{
fontSize: '16px',
lineHeight: '1.8',
fontFamily: 'Uncial Antiqua, serif',
color: 'var(--copper-light)',
textShadow: '0 1px 2px rgba(0,0,0,0.3)'
}}>
<p style={{
marginBottom: '20px',
fontSize: '18px',
fontWeight: 'bold',
color: 'var(--copper-bright)'
}}>
Liminal Sessions emerges from the spaces between heartbeats, where ancient algorithms carved themselves into stone before mathematics had names.
</p>
<p style={{ marginBottom: '20px' }}>
Their sound excavates frequencies buried beneath millennia of sediment, translating the geometric hymns that echo in empty cathedrals and forgotten temples. Through acoustic brutality and primordial precision, they channel the conversations between wood and metal, breath and bone, time and its shadows.
</p>
<p style={{ marginBottom: '20px' }}>
The music arrives as if summoned from depths where djent mathematics merge with earth's oldest songs. Each composition becomes an archaeological expedition into the strata of sound, where rhythm serves as both excavation tool and ancient map.
</p>
<p style={{
fontSize: '14px',
opacity: 0.9,
fontStyle: 'italic',
color: 'var(--transmission-glow)'
}}>
They are archaeologists of sound, unearthing the sacred geometry that binds chaos to rhythm in the liminal space where all echoes converge.
</p>
</div>
<div style={{
background: 'rgba(0,0,0,0.3)',
padding: '20px',
borderRadius: '10px',
border: '1px solid var(--copper-dark)'
}}>
<h4 style={{
fontSize: '18px',
color: 'var(--copper-bright)',
marginBottom: '15px',
fontFamily: 'Metamorphous, serif'
}}>
<span className="rune">◈</span> Transmission Properties
</h4>
<div className="runic-text" style={{
fontSize: '14px',
opacity: 0.9,
lineHeight: '1.6',
fontFamily: 'Uncial Antiqua, serif',
color: 'var(--copper-medium)',
display: 'grid',
gridTemplateColumns: 'repeat(auto-fit, minmax(250px, 1fr))',
gap: '10px'
}}>
<div><span className="rune">♪</span> ambient electronic resonance</div>
<div><span className="rune">◯</span> audio-visual emergence field</div>
<div><span className="rune">≋</span> real-time particle dynamics</div>
<div><span className="rune">⟐</span> symbolic emergence field analysis</div>
<div><span className="rune">⧨</span> biomimetic coupling systems</div>
<div><span className="rune">◈</span> cymatic pattern generation</div>
</div>
</div>
<div style={{
textAlign: 'center',
padding: '15px',
fontSize: '12px',
color: 'var(--copper-medium)',
fontFamily: 'Uncial Antiqua, serif',
opacity: 0.8,
borderTop: '1px solid var(--copper-dark)',
marginTop: 'auto'
}}>
◦ click anywhere to close and return to visualization ◦
</div>
</div>
</div>
</div>
)}
</div>
{/* Startup Info Message */}
{showStartupInfo && (
<div style={{
position: 'fixed',
top: '50%',
left: '50%',
transform: 'translate(-50%, -50%)',
zIndex: 999,
background: 'linear-gradient(135deg, var(--marble-dark), var(--teal-dark))',
border: '2px solid var(--copper-medium)',
borderRadius: '15px',
padding: '30px 40px',
maxWidth: '500px',
width: '90%',
textAlign: 'center',
backdropFilter: 'blur(20px)',
boxShadow: '0 10px 30px rgba(0, 0, 0, 0.7), inset 0 0 20px var(--teal-dark)',
color: 'var(--copper-light)',
fontFamily: 'Metamorphous, serif',
animation: 'fadeInPulse 2s ease-out'
}}>
<div className="rune" style={{
fontSize: '48px',
color: 'var(--copper-bright)',
marginBottom: '20px',
display: 'block'
}}>⟐</div>
<h3 style={{
fontSize: '24px',
marginBottom: '20px',
color: 'var(--copper-bright)',
fontFamily: 'Metamorphous, serif',
textShadow: '0 2px 4px rgba(0,0,0,0.5)'
}}>
Visualization Awaiting Signal
</h3>
<div style={{
fontSize: '16px',
lineHeight: '1.6',
marginBottom: '25px',
color: 'var(--copper-medium)',
fontFamily: 'Uncial Antiqua, serif'
}}>
<p style={{ marginBottom: '15px' }}>
The particle field remains dormant until audio transmission begins.
</p>
<p>
<strong style={{ color: 'var(--copper-bright)' }}>Press the play button</strong> or <strong style={{ color: 'var(--copper-bright)' }}>select a track</strong> from the audio interface to activate the visualization.
</p>
</div>
<div style={{
fontSize: '12px',
color: 'var(--transmission-glow)',
fontFamily: 'Uncial Antiqua, serif',
opacity: 0.9
}}>
◦ this message will disappear once audio begins ◦
</div>
<button
onClick={() => setShowStartupInfo(false)}
style={{
position: 'absolute',
top: '15px',
right: '15px',
background: 'transparent',
border: '1px solid var(--copper-medium)',
borderRadius: '50%',
width: '30px',
height: '30px',
color: 'var(--copper-medium)',
cursor: 'pointer',
fontSize: '14px',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
transition: 'all 0.2s ease'
}}
onMouseEnter={(e) => {
e.currentTarget.style.borderColor = 'var(--transmission-glow)'
e.currentTarget.style.color = 'var(--transmission-glow)'
e.currentTarget.style.background = 'rgba(255, 215, 0, 0.1)'
}}
onMouseLeave={(e) => {
e.currentTarget.style.borderColor = 'var(--copper-medium)'
e.currentTarget.style.color = 'var(--copper-medium)'
e.currentTarget.style.background = 'transparent'
}}
title="Dismiss message"
>
×
</button>
</div>
)}
{/* Floating Refresh Button - Top Right */}
<div style={{
position: 'fixed',
top: '80px', // Below social glyphs
right: '20px',
zIndex: 1000
}}>
<button
onClick={async () => {
// Force complete refresh of all particle systems
await performHiddenRefresh(true)
// Additional hard reset for all spheres
spheresRef.current.forEach((sphere) => {
if (!sphere.params.enabled) return
const particleCount = sphere.params.particleCount
// Complete reset of all particle data
for (let i = 0; i < particleCount; i++) {
const i3 = i * 3
const radius = sphere.params.sphereRadius * sphere.params.innerSphereRadius
const theta = Math.random() * Math.PI * 2
const phi = Math.acos(2 * Math.random() - 1)
const r = Math.cbrt(Math.random()) * radius
// Reset positions to sphere center
sphere.positions[i3] = r * Math.sin(phi) * Math.cos(theta)
sphere.positions[i3 + 1] = r * Math.sin(phi) * Math.sin(theta)
sphere.positions[i3 + 2] = r * Math.cos(phi)
// Zero all velocities
sphere.velocities[i3] = 0
sphere.velocities[i3 + 1] = 0
sphere.velocities[i3 + 2] = 0
// Reset base positions
sphere.basePositions[i3] = sphere.positions[i3]
sphere.basePositions[i3 + 1] = sphere.positions[i3 + 1]
sphere.basePositions[i3 + 2] = sphere.positions[i3 + 2]
// Reset lifetimes and effects
sphere.lifetimes[i] = Math.random() * sphere.params.particleLifetime
sphere.maxLifetimes[i] = sphere.lifetimes[i]
sphere.beatEffects[i] = 0
}
// Reset sphere-level parameters
sphere.lastNoiseScale = sphere.params.noiseScale
sphere.lastValidVolume = 0
sphere.lastRotationSpeed = 0
sphere.peakDetection.energyHistory = []
sphere.peakDetection.lastPeakTime = 0
})
// Reset beat manager
if (beatManagerRef.current) {
beatManagerRef.current.currentWaveRadius = 0
beatManagerRef.current.waveStrength = 0
beatManagerRef.current.isWaveActive = false
}
// Reset timing
lastTimeRef.current = 0
console.log('🔄 Complete visualizer refresh executed')
}}
disabled={autoRefreshRef.current.isRefreshing}
style={{
width: '50px',
height: '50px',
borderRadius: '50%',
background: autoRefreshRef.current.isRefreshing
? 'linear-gradient(135deg, var(--copper-dark), var(--teal-dark))'
: 'linear-gradient(135deg, rgba(0, 0, 0, 0.8), rgba(255, 215, 0, 0.3))',
border: autoRefreshRef.current.isRefreshing
? '2px solid var(--copper-medium)'
: '1px solid rgba(255, 215, 0, 0.2)',
color: autoRefreshRef.current.isRefreshing ? 'var(--copper-medium)' : '#FFD700',
fontFamily: 'Cinzel, serif',
fontSize: '18px',
cursor: autoRefreshRef.current.isRefreshing ? 'not-allowed' : 'pointer',
transition: 'all 0.3s ease-in-out',
backdropFilter: 'blur(10px)',
opacity: autoRefreshRef.current.isRefreshing ? 0.6 : 1,
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
boxShadow: autoRefreshRef.current.isRefreshing
? '0 2px 8px rgba(0, 0, 0, 0.3)'
: '0 2px 8px rgba(0, 0, 0, 0.3)',
position: 'relative'
}}
onMouseEnter={(e) => {
if (!autoRefreshRef.current.isRefreshing) {
e.currentTarget.style.borderColor = 'var(--transmission-glow)'
e.currentTarget.style.background = 'linear-gradient(135deg, rgba(255, 215, 0, 0.2), rgba(255, 215, 0, 0.4))'
e.currentTarget.style.color = 'var(--transmission-glow)'
e.currentTarget.style.transform = 'scale(1.05)'
e.currentTarget.style.boxShadow = '0 4px 15px rgba(255, 215, 0, 0.3)'
// Show tooltip
const tooltip = e.currentTarget.querySelector('.refresh-tooltip') as HTMLElement
if (tooltip) tooltip.style.opacity = '1'
}
}}
onMouseLeave={(e) => {
if (!autoRefreshRef.current.isRefreshing) {
e.currentTarget.style.borderColor = 'rgba(255, 215, 0, 0.2)'
e.currentTarget.style.background = 'linear-gradient(135deg, rgba(0, 0, 0, 0.8), rgba(255, 215, 0, 0.3))'
e.currentTarget.style.color = '#FFD700'
e.currentTarget.style.transform = 'scale(1)'
e.currentTarget.style.boxShadow = '0 2px 8px rgba(0, 0, 0, 0.3)'
// Hide tooltip
const tooltip = e.currentTarget.querySelector('.refresh-tooltip') as HTMLElement
if (tooltip) tooltip.style.opacity = '0'
}
}}
title={autoRefreshRef.current.isRefreshing ? 'Restoring particle equilibrium...' : 'Reset Particle Fields'}
>
<span style={{
animation: autoRefreshRef.current.isRefreshing ? 'spin 1s linear infinite' : 'none',
display: 'inline-block'
}}>
{autoRefreshRef.current.isRefreshing ? '⧗' : '⟲'}
</span>
{/* Tooltip */}
<div
className="refresh-tooltip"
style={{
position: 'absolute',
top: '60px',
left: '50%',
transform: 'translateX(-50%)',
background: 'rgba(0, 0, 0, 0.95)',
color: '#FFD700',
padding: '6px 10px',
borderRadius: '6px',
fontSize: '10px',
fontWeight: 'bold',
whiteSpace: 'nowrap',
border: '1px solid rgba(255, 215, 0, 0.3)',
backdropFilter: 'blur(10px)',
opacity: 0,
pointerEvents: 'none',
transition: 'opacity 0.2s ease-out',
fontFamily: 'Uncial Antiqua, serif'
}}
>
{autoRefreshRef.current.isRefreshing ? 'restoring equilibrium' : 'reset particles'}
{/* Tooltip Arrow */}
<div style={{
position: 'absolute',
bottom: '100%',
left: '50%',
transform: 'translateX(-50%)',
width: 0,
height: 0,
borderLeft: '5px solid transparent',
borderRight: '5px solid transparent',
borderBottom: '5px solid rgba(255, 215, 0, 0.3)'
}} />
</div>
</button>
{/* Add CSS animation for spinning */}
<style>
{`
@keyframes spin {
from { transform: rotate(0deg); }
to { transform: rotate(360deg); }
}
`}
</style>
</div>
</div>
)
} |