Download frontend/src/components/Scene3D.tsx from usman-ai-dev/ai-code-maintainability-engine: direct link, hf CLI and curl.
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| import { useMemo, useRef, type ReactNode } from "react"; | |
| import { Canvas, useFrame } from "@react-three/fiber"; | |
| import { Html } from "@react-three/drei"; | |
| import { EffectComposer, Bloom, ChromaticAberration, Vignette } from "@react-three/postprocessing"; | |
| import * as THREE from "three"; | |
| const TITANIUM = new THREE.Color("#8b9099"); | |
| const COPPER = new THREE.Color("#e8823f"); | |
| const EMBER = new THREE.Color("#ff6a2b"); | |
| function riskColor(score: number): THREE.Color { | |
| const t = Math.min(Math.max(score / 100, 0), 1); | |
| if (t < 0.5) { | |
| return TITANIUM.clone().lerp(COPPER, t * 2); | |
| } | |
| return COPPER.clone().lerp(EMBER, (t - 0.5) * 2); | |
| } | |
| interface Scene3DProps { | |
| riskScore: number; | |
| /** 0 = idle drift, 1 = analyzing/refactoring frenzy */ | |
| intensity: number; | |
| burstNonce: number; | |
| /** DOM panels physically embedded in the 3D scene */ | |
| stagePanel: ReactNode; | |
| hudPanel: ReactNode; | |
| } | |
| function WarpGrid({ riskScore, intensity }: { riskScore: number; intensity: number }) { | |
| const meshRef = useRef<THREE.Mesh>(null); | |
| const geomRef = useRef<THREE.PlaneGeometry>(null); | |
| const matRef = useRef<THREE.MeshBasicMaterial>(null); | |
| const original = useRef<Float32Array | null>(null); | |
| const t = useRef(0); | |
| const boost = useRef(0); | |
| useFrame((_, delta) => { | |
| boost.current += (intensity - boost.current) * Math.min(1, delta * 3); | |
| const frenzy = boost.current; | |
| t.current += delta * (1 + frenzy * 3.5); | |
| const geo = geomRef.current; | |
| if (!geo) return; | |
| if (!original.current) { | |
| original.current = Float32Array.from(geo.attributes.position.array); | |
| } | |
| const pos = geo.attributes.position as THREE.BufferAttribute; | |
| const src = original.current; | |
| const amplitude = 0.25 + (riskScore / 100) * 2.2 + frenzy * 2.4; | |
| const speed = 0.5 + (riskScore / 100) * 1.4 + frenzy * 2.0; | |
| for (let i = 0; i < pos.count; i++) { | |
| const x = src[i * 3]; | |
| const y = src[i * 3 + 1]; | |
| const wave = | |
| Math.sin(x * 0.18 + t.current * speed) * | |
| Math.cos(y * 0.18 + t.current * speed * 0.8) + | |
| frenzy * 0.35 * Math.sin(x * 0.9 + t.current * 6.0) * Math.sin(y * 0.7); | |
| pos.setZ(i, wave * amplitude); | |
| } | |
| pos.needsUpdate = true; | |
| if (meshRef.current) { | |
| meshRef.current.rotation.z += delta * (0.02 + frenzy * 0.12); | |
| } | |
| if (matRef.current) { | |
| matRef.current.color.copy(riskColor(riskScore)); | |
| matRef.current.opacity = 0.45 + frenzy * 0.35; | |
| } | |
| }); | |
| return ( | |
| <mesh ref={meshRef} rotation={[-Math.PI / 2.3, 0, 0]} position={[0, -3.2, -4]}> | |
| <planeGeometry ref={geomRef} args={[44, 44, 70, 70]} /> | |
| <meshBasicMaterial ref={matRef} wireframe transparent opacity={0.45} toneMapped={false} /> | |
| </mesh> | |
| ); | |
| } | |
| function ParticleField({ | |
| color, | |
| count, | |
| radius, | |
| burstNonce, | |
| baseSize, | |
| }: { | |
| color: string; | |
| count: number; | |
| radius: number; | |
| burstNonce: number; | |
| baseSize: number; | |
| }) { | |
| const pointsRef = useRef<THREE.Points>(null); | |
| const burstEnergy = useRef(0); | |
| const lastNonce = useRef(burstNonce); | |
| const positions = useMemo(() => { | |
| const arr = new Float32Array(count * 3); | |
| for (let i = 0; i < count; i++) { | |
| const r = radius * (0.4 + Math.random() * 0.9); | |
| const theta = Math.random() * Math.PI * 2; | |
| const phi = Math.acos(2 * Math.random() - 1); | |
| arr[i * 3] = r * Math.sin(phi) * Math.cos(theta); | |
| arr[i * 3 + 1] = r * Math.sin(phi) * Math.sin(theta) * 0.5; | |
| arr[i * 3 + 2] = r * Math.cos(phi) - 6; | |
| } | |
| return arr; | |
| }, [count, radius]); | |
| useFrame((_, delta) => { | |
| if (burstNonce !== lastNonce.current) { | |
| lastNonce.current = burstNonce; | |
| burstEnergy.current = 1; | |
| } | |
| burstEnergy.current = Math.max(0, burstEnergy.current - delta * 0.55); | |
| if (pointsRef.current) { | |
| pointsRef.current.rotation.y += delta * (0.03 + burstEnergy.current * 0.5); | |
| pointsRef.current.rotation.x += delta * burstEnergy.current * 0.1; | |
| pointsRef.current.scale.setScalar(1 + burstEnergy.current * 0.35); | |
| const material = pointsRef.current.material as THREE.PointsMaterial; | |
| material.size = baseSize + burstEnergy.current * 0.14; | |
| material.opacity = 0.55 + burstEnergy.current * 0.45; | |
| } | |
| }); | |
| return ( | |
| <points ref={pointsRef}> | |
| <bufferGeometry> | |
| <bufferAttribute attach="attributes-position" count={count} array={positions} itemSize={3} /> | |
| </bufferGeometry> | |
| <pointsMaterial | |
| color={color} | |
| size={baseSize} | |
| sizeAttenuation | |
| transparent | |
| opacity={0.6} | |
| depthWrite={false} | |
| toneMapped={false} | |
| /> | |
| </points> | |
| ); | |
| } | |
| function CameraDrift({ intensity }: { intensity: number }) { | |
| const t = useRef(0); | |
| useFrame(({ camera }, delta) => { | |
| t.current += delta; | |
| const shake = intensity * 0.035; | |
| // gentle orbital drift: the embedded DOM panels inherit this perspective | |
| camera.position.x = Math.sin(t.current * 0.16) * 0.55 + (Math.random() - 0.5) * shake; | |
| camera.position.y = 2.0 + Math.sin(t.current * 0.11) * 0.28 + (Math.random() - 0.5) * shake; | |
| camera.position.z = 10 + Math.sin(t.current * 0.07) * 0.35; | |
| camera.lookAt(0, 0, -4); | |
| }); | |
| return null; | |
| } | |
| /** | |
| * The whole interface lives INSIDE the canvas: the editor stage and the | |
| * HUD are CSS3D-transformed by the same camera that renders the grid, so | |
| * camera drift continuously re-projects their perspective. | |
| * (WebGL post-processing cannot sample DOM pixels — bloom/aberration on | |
| * panel text is approximated in CSS by the theme's glow/aberrate classes.) | |
| */ | |
| export default function Scene3D({ | |
| riskScore, | |
| intensity, | |
| burstNonce, | |
| stagePanel, | |
| hudPanel, | |
| }: Scene3DProps) { | |
| const aberration = useMemo( | |
| () => new THREE.Vector2(0.0012 + intensity * 0.0025, 0.0008 + intensity * 0.0018), | |
| [intensity] | |
| ); | |
| return ( | |
| <div className="canvas-layer"> | |
| <Canvas camera={{ position: [0, 2.0, 10], fov: 55 }} dpr={[1, 1.75]}> | |
| <color attach="background" args={["#0b0806"]} /> | |
| <fog attach="fog" args={["#0b0806", 8, 30]} /> | |
| <WarpGrid riskScore={riskScore} intensity={intensity} /> | |
| <ParticleField color="#e8823f" count={700} radius={16} burstNonce={burstNonce} baseSize={0.05} /> | |
| <ParticleField color="#ffc35e" count={350} radius={12} burstNonce={burstNonce} baseSize={0.06} /> | |
| <CameraDrift intensity={intensity} /> | |
| {/* forge-glass editor stage, floating above the grid */} | |
| <group position={[0, 0.85, 0]} rotation={[-0.05, 0, 0]}> | |
| <Html transform distanceFactor={4} zIndexRange={[40, 0]} className="panel3d stage-panel3d"> | |
| {stagePanel} | |
| </Html> | |
| </group> | |
| {/* analytics HUD, reclined like a dashboard instrument cluster */} | |
| <group position={[0, -3.05, -0.4]} rotation={[0.18, 0, 0]}> | |
| <Html transform distanceFactor={4} zIndexRange={[30, 0]} className="panel3d hud-panel3d"> | |
| {hudPanel} | |
| </Html> | |
| </group> | |
| <EffectComposer> | |
| <Bloom intensity={1.35} luminanceThreshold={0.18} luminanceSmoothing={0.85} mipmapBlur /> | |
| <ChromaticAberration offset={aberration} radialModulation modulationOffset={0.4} /> | |
| <Vignette eskil={false} offset={0.18} darkness={0.85} /> | |
| </EffectComposer> | |
| </Canvas> | |
| </div> | |
| ); | |
| } | |