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// Shared JavaScript across all pages
document.addEventListener('DOMContentLoaded', function() {
    // Initialize Three.js scene for the hero background
    initNetworkBackground();
    
    // Smooth scrolling for anchor links
    document.querySelectorAll('a[href^="#"]').forEach(anchor => {
        anchor.addEventListener('click', function(e) {
            e.preventDefault();
            const target = document.querySelector(this.getAttribute('href'));
            if (target) {
                window.scrollTo({
                    top: target.offsetTop,
                    behavior: 'smooth'
                });
            }
        });
    });
});

function initNetworkBackground() {
    // Get the container element
    const container = document.getElementById('network-background');
    
    // Set up Three.js scene
    const scene = new THREE.Scene();
    const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
    const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
    
    renderer.setSize(window.innerWidth, window.innerHeight);
    renderer.setPixelRatio(window.devicePixelRatio);
    container.appendChild(renderer.domElement);
    
    // Create particle system for the network
    const particles = 2000;
    const geometry = new THREE.BufferGeometry();
    const positions = new Float32Array(particles * 3);
    const colors = new Float32Array(particles * 3);
    
    // Create node positions
    for (let i = 0; i < particles * 3; i += 3) {
        positions[i] = (Math.random() - 0.5) * 200;
        positions[i + 1] = (Math.random() - 0.5) * 200;
        positions[i + 2] = (Math.random() - 0.5) * 200;
    }
    
    // Create node colors (purple spectrum)
    for (let i = 0; i < particles * 3; i += 3) {
        colors[i] = Math.random() * 0.5 + 0.5;     // R
        colors[i + 1] = Math.random() * 0.3;       // G
        colors[i + 2] = Math.random() * 0.8 + 0.2; // B
    }
    
    geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
    geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3));
    
    // Create material with custom shader for glow effect
    const material = new THREE.PointsMaterial({
        size: 2,
        vertexColors: true,
        transparent: true,
        opacity: 0.8,
        blending: THREE.AdditiveBlending
    });
    
    const points = new THREE.Points(geometry, material);
    scene.add(points);
    
    // Create connecting lines
    const lineGeometry = new THREE.BufferGeometry();
    const linePositions = [];
    const lineColors = [];
    
    // Connect nearby nodes
    for (let i = 0; i < particles; i++) {
        for (let j = i + 1; j < particles; j++) {
            const dx = positions[i * 3] - positions[j * 3];
            const dy = positions[i * 3 + 1] - positions[j * 3 + 1];
            const dz = positions[i * 3 + 2] - positions[j * 3 + 2];
            const distance = Math.sqrt(dx * dx + dy * dy + dz * dz);
            
            // Only connect relatively close nodes
            if (distance < 20) {
                linePositions.push(
                    positions[i * 3], positions[i * 3 + 1], positions[i * 3 + 2],
                    positions[j * 3], positions[j * 3 + 1], positions[j * 3 + 2]
                );
                
                // Line color based on node colors
                lineColors.push(
                    colors[i * 3], colors[i * 3 + 1], colors[i * 3 + 2],
                    colors[j * 3], colors[j * 3 + 1], colors[j * 3 + 2]
                );
            }
        }
    }
    
    lineGeometry.setAttribute('position', new THREE.Float32BufferAttribute(linePositions, 3));
    lineGeometry.setAttribute('color', new THREE.Float32BufferAttribute(lineColors, 3));
    
    const lineMaterial = new THREE.LineBasicMaterial({
        vertexColors: true,
        transparent: true,
        opacity: 0.3,
        blending: THREE.AdditiveBlending
    });
    
    const lines = new THREE.LineSegments(lineGeometry, lineMaterial);
    scene.add(lines);
    
    // Position camera
    camera.position.z = 50;
    
    // Add subtle ambient light
    const ambientLight = new THREE.AmbientLight(0x6a00b8, 0.2);
    scene.add(ambientLight);
    
    // Add directional light for highlights
    const directionalLight = new THREE.DirectionalLight(0xb366ff, 0.5);
    directionalLight.position.set(1, 1, 1);
    scene.add(directionalLight);
    
    // Handle window resize
    window.addEventListener('resize', () => {
        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();
        renderer.setSize(window.innerWidth, window.innerHeight);
    });
    
    // Mouse movement effect
    let mouseX = 0;
    let mouseY = 0;
    
    document.addEventListener('mousemove', (event) => {
        mouseX = (event.clientX / window.innerWidth) * 2 - 1;
        mouseY = -(event.clientY / window.innerHeight) * 2 + 1;
    });
    
    // Animation variables
    let time = 0;
    
    // Animation loop
    function animate() {
        requestAnimationFrame(animate);
        
        time += 0.01;
        
        // Rotate the entire scene slowly
        points.rotation.x = time * 0.05;
        points.rotation.y = time * 0.03;
        lines.rotation.x = time * 0.05;
        lines.rotation.y = time * 0.03;
        
        // Apply mouse parallax effect
        camera.position.x += (mouseX * 5 - camera.position.x) * 0.05;
        camera.position.y += (mouseY * 5 - camera.position.y) * 0.05;
        camera.lookAt(scene.position);
        
        // Pulsing effect for nodes
        const positions = points.geometry.attributes.position.array;
        for (let i = 0; i < positions.length; i += 3) {
            positions[i + 1] += Math.sin(time + i * 0.01) * 0.02;
        }
        points.geometry.attributes.position.needsUpdate = true;
        
        renderer.render(scene, camera);
    }
    
    animate();
}