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const PAPER_RGB = [250, 250, 245];
const LIGHT_DIR = normalize3([0.4, -0.45, 1.0]);
const MAX_FOLD_RAD = Math.PI * 0.92;
const SIDE_EPS = 1e-7;
const MOUNTAIN_COLOR = 'rgba(245, 158, 11, 0.95)';
const VALLEY_COLOR = 'rgba(56, 189, 248, 0.95)';
function clamp(value, min, max) {
return Math.min(Math.max(value, min), max);
}
function normalize3(v) {
const mag = Math.hypot(v[0], v[1], v[2]);
if (mag < 1e-12) return [0, 0, 0];
return [v[0] / mag, v[1] / mag, v[2] / mag];
}
function cross3(a, b) {
return [
a[1] * b[2] - a[2] * b[1],
a[2] * b[0] - a[0] * b[2],
a[0] * b[1] - a[1] * b[0],
];
}
function sub3(a, b) {
return [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
}
function dot3(a, b) {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
}
function shadePaper(intensity) {
const lit = clamp(0.3 + 0.7 * Math.abs(intensity), 0.0, 1.0);
const r = Math.round(PAPER_RGB[0] * lit);
const g = Math.round(PAPER_RGB[1] * lit);
const b = Math.round(PAPER_RGB[2] * lit);
return `rgb(${r}, ${g}, ${b})`;
}
function buildGridMesh(resolution = 18) {
const vertices = [];
for (let y = 0; y <= resolution; y += 1) {
for (let x = 0; x <= resolution; x += 1) {
vertices.push([x / resolution, y / resolution, 0]);
}
}
const triangles = [];
const stride = resolution + 1;
for (let y = 0; y < resolution; y += 1) {
for (let x = 0; x < resolution; x += 1) {
const a = y * stride + x;
const b = a + 1;
const c = a + stride;
const d = c + 1;
triangles.push([a, b, d]);
triangles.push([a, d, c]);
}
}
return { vertices, triangles, resolution };
}
function rotateAroundAxis(point, axisPoint, axisDir, angleRad) {
const px = point[0] - axisPoint[0];
const py = point[1] - axisPoint[1];
const pz = point[2] - axisPoint[2];
const kx = axisDir[0];
const ky = axisDir[1];
const kz = axisDir[2];
const cosA = Math.cos(angleRad);
const sinA = Math.sin(angleRad);
const crossX = ky * pz - kz * py;
const crossY = kz * px - kx * pz;
const crossZ = kx * py - ky * px;
const dot = px * kx + py * ky + pz * kz;
const oneMinus = 1.0 - cosA;
return [
axisPoint[0] + px * cosA + crossX * sinA + kx * dot * oneMinus,
axisPoint[1] + py * cosA + crossY * sinA + ky * dot * oneMinus,
axisPoint[2] + pz * cosA + crossZ * sinA + kz * dot * oneMinus,
];
}
function applyFoldToVertices(vertices, fold, progress) {
if (!fold || progress <= 0) return;
const [x1, y1] = fold.from;
const [x2, y2] = fold.to;
const dx = x2 - x1;
const dy = y2 - y1;
const len = Math.hypot(dx, dy);
if (len < 1e-8) return;
const sideValues = [];
let posCount = 0;
let negCount = 0;
for (let i = 0; i < vertices.length; i += 1) {
const v = vertices[i];
const side = dx * (v[1] - y1) - dy * (v[0] - x1);
sideValues.push(side);
if (side > SIDE_EPS) posCount += 1;
else if (side < -SIDE_EPS) negCount += 1;
}
let rotatePositive = posCount <= negCount;
if (posCount === 0 && negCount > 0) rotatePositive = false;
if (negCount === 0 && posCount > 0) rotatePositive = true;
if (posCount === 0 && negCount === 0) return;
const sign = fold.assignment === 'V' ? 1 : -1;
const angle = sign * MAX_FOLD_RAD * progress;
const axisPoint = [x1, y1, 0];
const axisDir = [dx / len, dy / len, 0];
for (let i = 0; i < vertices.length; i += 1) {
const side = sideValues[i];
const shouldRotate = rotatePositive ? side > SIDE_EPS : side < -SIDE_EPS;
if (!shouldRotate) continue;
vertices[i] = rotateAroundAxis(vertices[i], axisPoint, axisDir, angle);
}
}
function projectVertex(vertex, dim) {
let x = vertex[0] - 0.5;
let y = vertex[1] - 0.5;
let z = vertex[2];
const pitch = 1.04;
const yaw = -0.78;
const cp = Math.cos(pitch);
const sp = Math.sin(pitch);
const y1 = y * cp - z * sp;
const z1 = y * sp + z * cp;
const cy = Math.cos(yaw);
const sy = Math.sin(yaw);
const x2 = x * cy + z1 * sy;
const z2 = -x * sy + z1 * cy;
const camDist = 2.8;
const perspective = camDist / (camDist - z2);
return {
x: dim * 0.5 + x2 * perspective * dim * 0.82,
y: dim * 0.52 - y1 * perspective * dim * 0.82,
z: z2,
};
}
function foldProgresses(stepValue, foldCount, mode, totalSteps) {
const values = new Array(foldCount).fill(0);
if (foldCount === 0) return values;
if (mode === 'final') {
const startCollapse = Math.max(totalSteps - 1, 0);
const collapse = clamp(stepValue - startCollapse, 0, 1);
for (let i = 0; i < foldCount; i += 1) values[i] = collapse;
return values;
}
for (let i = 0; i < foldCount; i += 1) {
if (stepValue >= i + 1) values[i] = 1;
else if (stepValue > i) values[i] = clamp(stepValue - i, 0, 1);
}
return values;
}
function stepEasing(t) {
return t < 0.5 ? 4 * t * t * t : 1 - ((-2 * t + 2) ** 3) / 2;
}
export default function Fold3DCanvas({
steps,
currentStep,
totalSteps,
mode = 'progressive',
dim = 280,
}) {
const canvasRef = useRef(null);
const rafRef = useRef(null);
const animatedStepRef = useRef(currentStep);
const folds = useMemo(
() => (steps || [])
.map((s) => s.fold)
.filter(Boolean)
.map((fold) => ({
from: [Number(fold.from_point[0]), Number(fold.from_point[1])],
to: [Number(fold.to_point[0]), Number(fold.to_point[1])],
assignment: fold.assignment === 'M' ? 'M' : 'V',
})),
[steps],
);
const mesh = useMemo(() => buildGridMesh(18), []);
const draw = useCallback((stepValue) => {
const canvas = canvasRef.current;
if (!canvas) return;
const ctx = canvas.getContext('2d');
if (!ctx) return;
ctx.clearRect(0, 0, dim, dim);
ctx.fillStyle = '#121220';
ctx.fillRect(0, 0, dim, dim);
const vertices = mesh.vertices.map((v) => [v[0], v[1], v[2]]);
const progress = foldProgresses(stepValue, folds.length, mode, totalSteps);
for (let i = 0; i < folds.length; i += 1) {
if (progress[i] <= 0) continue;
applyFoldToVertices(vertices, folds[i], progress[i]);
}
const projected = vertices.map((v) => projectVertex(v, dim));
const tris = mesh.triangles.map((tri) => {
const p0 = projected[tri[0]];
const p1 = projected[tri[1]];
const p2 = projected[tri[2]];
const avgZ = (p0.z + p1.z + p2.z) / 3;
const v0 = vertices[tri[0]];
const v1 = vertices[tri[1]];
const v2 = vertices[tri[2]];
const normal = normalize3(cross3(sub3(v1, v0), sub3(v2, v0)));
const intensity = dot3(normal, LIGHT_DIR);
return {
tri,
avgZ,
shade: shadePaper(intensity),
};
});
tris.sort((a, b) => a.avgZ - b.avgZ);
for (const triInfo of tris) {
const [a, b, c] = triInfo.tri;
const p0 = projected[a];
const p1 = projected[b];
const p2 = projected[c];
ctx.beginPath();
ctx.moveTo(p0.x, p0.y);
ctx.lineTo(p1.x, p1.y);
ctx.lineTo(p2.x, p2.y);
ctx.closePath();
ctx.fillStyle = triInfo.shade;
ctx.fill();
ctx.strokeStyle = 'rgba(42, 42, 58, 0.22)';
ctx.lineWidth = 0.55;
ctx.stroke();
}
const res = mesh.resolution;
const stride = res + 1;
const pointToIndex = (pt) => {
const ix = clamp(Math.round(pt[0] * res), 0, res);
const iy = clamp(Math.round(pt[1] * res), 0, res);
return iy * stride + ix;
};
for (let i = 0; i < folds.length; i += 1) {
if (progress[i] <= 0.02) continue;
const fold = folds[i];
const aIdx = pointToIndex(fold.from);
const bIdx = pointToIndex(fold.to);
const pa = projected[aIdx];
const pb = projected[bIdx];
ctx.beginPath();
ctx.moveTo(pa.x, pa.y);
ctx.lineTo(pb.x, pb.y);
ctx.strokeStyle = fold.assignment === 'M' ? MOUNTAIN_COLOR : VALLEY_COLOR;
ctx.globalAlpha = clamp(0.35 + 0.65 * progress[i], 0, 1);
ctx.lineWidth = 2.15;
ctx.stroke();
ctx.globalAlpha = 1;
}
}, [dim, folds, mesh, mode, totalSteps]);
useEffect(() => {
draw(animatedStepRef.current);
}, [draw]);
useEffect(() => {
cancelAnimationFrame(rafRef.current);
const startValue = animatedStepRef.current;
const endValue = currentStep;
const durationMs = 420;
const startAt = performance.now();
const tick = (now) => {
const t = clamp((now - startAt) / durationMs, 0, 1);
const eased = stepEasing(t);
const value = startValue + (endValue - startValue) * eased;
animatedStepRef.current = value;
draw(value);
if (t < 1) rafRef.current = requestAnimationFrame(tick);
};
rafRef.current = requestAnimationFrame(tick);
return () => cancelAnimationFrame(rafRef.current);
}, [currentStep, draw]);
return (
<canvas
ref={canvasRef}
width={dim}
height={dim}
className="canvas-3d"
aria-label="3D fold preview"
/>
);
}
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