← 3D
Koi pond
<KoiPond3D /> Koi swimming slow loops in a garden pond, with lily pads and a dragonfly.
<KoiPond3D />Props and theme tokens
| Prop | Type | Default | Description |
|---|---|---|---|
theme | Partial<KoiPondTheme> | — | Colour overrides. Applied live without rebuilding the scene. |
speed | number | 1 | Animation speed multiplier. |
paused | boolean | false | Freezes the animation. Also stops rendering while off-screen or in a hidden tab. |
className | string | — | Applied to the root element (4:3 by default; override the aspect ratio or height here). |
style | CSSProperties | — | Merged into the root element style. |
children | ReactNode | — | Rendered above the canvas, filling it. |
| Theme key | CSS variable | Default |
|---|
Source files
Copy into components/three/. The shared files are needed once for all 3d. Also run npm i three.
'use client';
// <KoiPond3D>: a garden pond seen from above. Five koi swim slow loops under the surface, their
// bodies bending side to side as they go. Lily pads bob, one with a pink lotus, rings spread
// where something touched the water, reeds sway and a dragonfly hovers and darts. three.js.
import * as THREE from 'three';
import { ThreeFrame, seeded, type SceneSetup, type ThreeSceneProps } from './three-frame';
export const koiPondTheme = {
grass: '#7cbf6a',
shore: '#d9c9a3',
pondFloor: '#2c5e63',
water: '#4fa3a8',
koi: '#f2763a',
koiWhite: '#fbf6ee',
koiGold: '#f5c04a',
lilyPad: '#5aa65a',
lotus: '#f4a3c0',
rock: '#9aa1a6',
reed: '#5f8f3e',
bush: '#4f9a52',
dragonfly: '#3d7fd1',
};
export type KoiPondTheme = typeof koiPondTheme;
const WATER_Y = -0.08;
const DEPTH = 0.75;
/** The pond's irregular outline: its radius at angle a. */
const pondRadius = (a: number) => 3.2 + 0.35 * Math.sin(3 * a + 0.4) + 0.22 * Math.cos(5 * a + 1);
const smoothstep = (a: number, b: number, x: number) => {
const t = Math.min(1, Math.max(0, (x - a) / (b - a)));
return t * t * (3 - 2 * t);
};
/** How the koi bends: its body swings side to side, more toward the tail. Fish-local x runs tail → head. */
const bend = (x: number, t: number, phase: number) => 0.11 * Math.sin(t * 5 + phase - x * 4) * ((0.55 - x) / 1.1) ** 2;
type Koi = {
group: THREE.Group;
parts: { geo: THREE.BufferGeometry; base: Float32Array }[];
body: THREE.BufferGeometry;
/** Per body vertex: 0 white, 1 orange, 2 gold. */
mask: Uint8Array;
path: (t: number) => [number, number];
y: number;
phase: number;
};
const setup: SceneSetup<KoiPondTheme> = ({ scene, camera, theme }) => {
const rand = seeded(41);
const flat = (color: string, extra: THREE.MeshStandardMaterialParameters = {}) =>
new THREE.MeshStandardMaterial({ color, flatShading: true, roughness: 0.9, ...extra });
const mats = {
ground: new THREE.MeshStandardMaterial({ vertexColors: true, flatShading: true, roughness: 1 }),
water: new THREE.MeshStandardMaterial({ color: theme.water, transparent: true, opacity: 0.32, roughness: 0.15, metalness: 0.1, depthWrite: false }),
koi: new THREE.MeshStandardMaterial({ vertexColors: true, roughness: 0.5 }),
fin: new THREE.MeshStandardMaterial({ color: theme.koiWhite, transparent: true, opacity: 0.75, side: THREE.DoubleSide, roughness: 0.6 }),
eye: new THREE.MeshBasicMaterial({ color: '#1d1d22' }),
pad: flat(theme.lilyPad, { side: THREE.DoubleSide }),
lotus: flat(theme.lotus, { side: THREE.DoubleSide }),
lotusCore: flat('#f6d55c'),
rock: flat(theme.rock),
reed: flat(theme.reed),
bush: flat(theme.bush),
flower: flat('#ffffff'),
cattail: flat('#7a5236'),
dragonfly: flat(theme.dragonfly, { roughness: 0.4 }),
wing: new THREE.MeshBasicMaterial({ color: '#ffffff', transparent: true, opacity: 0.55, side: THREE.DoubleSide, depthWrite: false }),
};
const hemi = new THREE.HemisphereLight('#e8f4ff', theme.grass, 1.1);
const sun = new THREE.DirectionalLight('#fff4e0', 1.6);
sun.position.set(4, 8, 3);
scene.add(hemi, sun);
// Ground: rings that follow the pond's outline, from the deep middle out across the lawn, so
// the shore is a clean low-poly curve. Each band of faces takes one colour: pond floor, a
// sandy shore, then grass.
const RINGS = [0, 0.35, 0.6, 0.78, 0.9, 0.97, 1.03, 1.08, 1.2, 1.6, 2.6, 5];
const SEGMENTS = 72;
const ringPoint = (j: number, k: number): [number, number, number] => {
const a = (k / SEGMENTS) * Math.PI * 2;
const d = RINGS[j];
const r = d * pondRadius(a);
const y = d < 1.03 ? -DEPTH * (1 - smoothstep(0.5, 1.03, d)) : 0;
return [Math.cos(a) * r, y, Math.sin(a) * r];
};
const positions: number[] = [];
const bands: number[] = [];
for (let j = 0; j < RINGS.length - 1; j++) {
for (let k = 0; k < SEGMENTS; k++) {
const a = ringPoint(j, k);
const b = ringPoint(j, k + 1);
const c = ringPoint(j + 1, k);
const d = ringPoint(j + 1, k + 1);
positions.push(...a, ...b, ...d, ...a, ...d, ...c);
bands.push(j, j);
}
}
const groundGeo = new THREE.BufferGeometry();
groundGeo.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
groundGeo.setAttribute('color', new THREE.Float32BufferAttribute(new Float32Array(positions.length), 3));
const paintGround = (th: KoiPondTheme) => {
const grass = new THREE.Color(th.grass);
const shore = new THREE.Color(th.shore);
const floor = new THREE.Color(th.pondFloor);
const c = new THREE.Color();
const colors = groundGeo.attributes.color as THREE.BufferAttribute;
bands.forEach((j, f) => {
const d = (RINGS[j] + RINGS[j + 1]) / 2;
if (d > 1.07) c.copy(grass);
else if (d > 0.93) c.copy(shore);
else c.copy(floor).lerp(shore, smoothstep(0.3, 0.93, d) * 0.45);
for (let k = 0; k < 3; k++) colors.setXYZ(f * 3 + k, c.r, c.g, c.b);
});
colors.needsUpdate = true;
};
paintGround(theme);
groundGeo.computeVertexNormals();
scene.add(new THREE.Mesh(groundGeo, mats.ground));
// Water: a flat, see-through sheet. The lawn rises above it outside the pond and hides it.
const water = new THREE.Mesh(new THREE.PlaneGeometry(30, 30), mats.water);
water.rotation.x = -Math.PI / 2;
water.position.y = WATER_Y;
water.renderOrder = 1;
scene.add(water);
// Rocks around the shore, fewer at the front so the pond stays open to the camera.
for (let i = 0; i < 26; i++) {
const a = rand() * Math.PI * 2;
if (Math.sin(a) > 0.6 && rand() > 0.3) continue;
const r = pondRadius(a) * (1.02 + rand() * 0.08);
const rock = new THREE.Mesh(new THREE.DodecahedronGeometry(0.16 + rand() * 0.18, 0), mats.rock);
rock.position.set(Math.cos(a) * r, 0.02, Math.sin(a) * r);
rock.rotation.set(rand() * 3, rand() * 3, rand() * 3);
rock.scale.y = 0.6;
scene.add(rock);
}
// Low bushes and little white flowers dotted over the lawn.
for (let i = 0; i < 9; i++) {
const a = rand() * Math.PI * 2;
const r = pondRadius(a) * (1.35 + rand() * 0.5);
const bush = new THREE.Group();
for (let k = 0; k < 3; k++) {
const puff = new THREE.Mesh(new THREE.IcosahedronGeometry(0.22 + rand() * 0.12, 0), mats.bush);
puff.position.set((rand() - 0.5) * 0.4, 0.12 + rand() * 0.08, (rand() - 0.5) * 0.4);
bush.add(puff);
}
bush.position.set(Math.cos(a) * r, 0, Math.sin(a) * r);
scene.add(bush);
}
const flowerGeo = new THREE.IcosahedronGeometry(0.04, 0);
for (let i = 0; i < 40; i++) {
const a = rand() * Math.PI * 2;
const r = pondRadius(a) * (1.15 + rand() * 0.9);
const flower = new THREE.Mesh(flowerGeo, mats.flower);
flower.position.set(Math.cos(a) * r, 0.03, Math.sin(a) * r);
scene.add(flower);
}
// Reeds with cattails in a clump at the back left; each sways from its base.
const reeds = Array.from({ length: 9 }, () => {
const a = 3.6 + rand() * 0.7;
const r = pondRadius(a) * (0.92 + rand() * 0.12);
const h = 0.8 + rand() * 0.6;
const reed = new THREE.Group();
const stalk = new THREE.Mesh(new THREE.CylinderGeometry(0.015, 0.025, h, 4), mats.reed);
stalk.position.y = h / 2;
reed.add(stalk);
if (rand() > 0.35) {
const tail = new THREE.Mesh(new THREE.CylinderGeometry(0.045, 0.045, 0.22, 6), mats.cattail);
tail.position.y = h - 0.12;
reed.add(tail);
}
reed.position.set(Math.cos(a) * r, WATER_Y, Math.sin(a) * r);
scene.add(reed);
return { reed, phase: rand() * 6 };
});
// Lily pads: discs with a notch, floating and bobbing. The first carries a lotus.
const padSpots: [number, number, number][] = [
[1.4, -1.2, 0.42],
[1.95, -0.55, 0.3],
[-1.6, 0.9, 0.36],
[-1.1, 1.5, 0.26],
[0.6, -2.1, 0.3],
[-2.2, -0.9, 0.32],
];
const pads = padSpots.map(([x, z, r], i) => {
const pad = new THREE.Group();
const disc = new THREE.Mesh(new THREE.CircleGeometry(r, 14, 0.35, Math.PI * 2 - 0.7), mats.pad);
disc.rotation.x = -Math.PI / 2;
pad.add(disc);
if (i === 0) {
const lotus = new THREE.Group();
for (let k = 0; k < 8; k++) {
const petal = new THREE.Mesh(new THREE.SphereGeometry(0.12, 6, 4), mats.lotus);
petal.scale.set(0.45, 1, 0.3);
const a = (k / 8) * Math.PI * 2;
petal.position.set(Math.cos(a) * 0.08, 0.1, Math.sin(a) * 0.08);
petal.lookAt(Math.cos(a) * 0.5, 0.5, Math.sin(a) * 0.5);
petal.rotateX(Math.PI / 2);
lotus.add(petal);
}
const core = new THREE.Mesh(new THREE.IcosahedronGeometry(0.05, 0), mats.lotusCore);
core.position.y = 0.1;
lotus.add(core);
pad.add(lotus);
}
pad.position.set(x, WATER_Y + 0.01, z);
pad.rotation.y = rand() * Math.PI * 2;
scene.add(pad);
return { pad, phase: rand() * 6 };
});
// Koi. Each part's geometry is built in the fish's own frame (x from tail to head) and bent
// every frame from a copy of its rest positions.
const makeKoi = (pattern: number, seed: number): Omit<Koi, 'path' | 'y' | 'phase'> => {
const r = seeded(seed);
const group = new THREE.Group();
const profile = [
[0.02, -0.55],
[0.05, -0.42],
[0.1, -0.2],
[0.13, 0.05],
[0.12, 0.25],
[0.08, 0.38],
[0.0, 0.46],
].map(([rr, y]) => new THREE.Vector2(rr, y));
const body = new THREE.LatheGeometry(profile, 10);
body.rotateZ(-Math.PI / 2);
body.scale(1, 0.7, 1);
body.computeVertexNormals();
// Patches: blobs of orange on white (kohaku), white with an orange head, or all gold.
const bp = body.attributes.position;
const mask = new Uint8Array(bp.count);
const blobs = Array.from({ length: 3 }, () => [-0.35 + r() * 0.75, (r() - 0.5) * 0.1, 0.1 + r() * 0.08]);
for (let i = 0; i < bp.count; i++) {
const x = bp.getX(i);
const z = bp.getZ(i);
if (pattern === 2) mask[i] = 2;
else if (pattern === 1) mask[i] = x > 0.12 ? 1 : 0;
else mask[i] = blobs.some(([bx, bz, br]) => Math.hypot(x - bx, (z - bz) * 1.6) < br) ? 1 : 0;
}
body.setAttribute('color', new THREE.BufferAttribute(new Float32Array(bp.count * 3), 3));
group.add(new THREE.Mesh(body, mats.koi));
const tail = new THREE.Shape();
tail.moveTo(-0.5, 0);
tail.quadraticCurveTo(-0.7, 0.05, -0.86, 0.2);
tail.quadraticCurveTo(-0.76, 0, -0.86, -0.2);
tail.quadraticCurveTo(-0.7, -0.05, -0.5, 0);
const tailGeo = new THREE.ShapeGeometry(tail, 6);
tailGeo.rotateX(-Math.PI / 2);
group.add(new THREE.Mesh(tailGeo, mats.fin));
const fins = new THREE.Shape();
for (const side of [1, -1]) {
fins.moveTo(0.18, side * 0.08);
fins.lineTo(0.02, side * 0.26);
fins.lineTo(0.06, side * 0.08);
fins.closePath();
}
const finGeo = new THREE.ShapeGeometry(fins);
finGeo.rotateX(-Math.PI / 2);
group.add(new THREE.Mesh(finGeo, mats.fin));
const eyes = new THREE.BufferGeometry();
const eyeParts = [0.06, -0.06].map(z => new THREE.IcosahedronGeometry(0.018, 0).translate(0.34, 0.04, z));
eyes.setAttribute(
'position',
new THREE.BufferAttribute(new Float32Array([...eyeParts[0].attributes.position.array, ...eyeParts[1].attributes.position.array]), 3),
);
group.add(new THREE.Mesh(eyes, mats.eye));
const parts = [body, tailGeo, finGeo, eyes].map(geo => ({ geo, base: Float32Array.from(geo.attributes.position.array) }));
scene.add(group);
return { group, parts, body, mask };
};
const kois: Koi[] = [
{ pattern: 0, path: (t: number) => [Math.cos(t * 0.22) * 1.9, Math.sin(t * 0.44) * 0.9] as [number, number], y: -0.2 },
{ pattern: 1, path: (t: number) => [Math.cos(-t * 0.18 + 2) * 2.1, Math.sin(-t * 0.18 + 2) * 1.6] as [number, number], y: -0.28 },
{ pattern: 2, path: (t: number) => [0.4 + Math.cos(t * 0.27 + 4) * 1.2, -0.3 + Math.sin(t * 0.27 + 4) * 1.4] as [number, number], y: -0.17 },
{ pattern: 0, path: (t: number) => [Math.sin(t * 0.2 + 1) * 1.5, Math.cos(t * 0.4 + 2) * 1.3 - 0.2] as [number, number], y: -0.34 },
{ pattern: 1, path: (t: number) => [-0.6 + Math.cos(t * 0.25 + 1) * 1.1, 0.6 + Math.sin(t * 0.25 + 1) * 0.8] as [number, number], y: -0.24 },
].map(({ pattern, path, y }, i) => ({ ...makeKoi(pattern, 100 + i), path, y, phase: i * 1.9 }));
const paintKoi = (th: KoiPondTheme) => {
const palette = [new THREE.Color(th.koiWhite), new THREE.Color(th.koi), new THREE.Color(th.koiGold)];
for (const k of kois) {
const colors = k.body.attributes.color as THREE.BufferAttribute;
k.mask.forEach((m, i) => colors.setXYZ(i, palette[m].r, palette[m].g, palette[m].b));
colors.needsUpdate = true;
}
};
paintKoi(theme);
// Ripples: rings that spread and fade at a new spot each cycle (spot chosen from the cycle number).
const ripples = Array.from({ length: 4 }, (_, k) => {
const mat = new THREE.MeshBasicMaterial({ color: '#ffffff', transparent: true, depthWrite: false });
const mesh = new THREE.Mesh(new THREE.RingGeometry(0.92, 1, 40), mat);
mesh.rotation.x = -Math.PI / 2;
mesh.renderOrder = 2;
scene.add(mesh);
return { mesh, mat, period: 4 + k * 0.9, offset: k * 1.3 };
});
const hash = (n: number) => {
const s = Math.sin(n * 127.1) * 43758.5453;
return s - Math.floor(s);
};
// Dragonfly: a slim body with four wings that blur, hovering then darting to a new spot.
const dragonfly = new THREE.Group();
const dfBody = new THREE.Mesh(new THREE.CylinderGeometry(0.02, 0.012, 0.42, 5), mats.dragonfly);
dfBody.rotation.z = Math.PI / 2;
const dfHead = new THREE.Mesh(new THREE.IcosahedronGeometry(0.04, 0), mats.dragonfly);
dfHead.position.x = 0.22;
dragonfly.add(dfBody, dfHead);
const wings = [0.08, 0.0].flatMap(x =>
[1, -1].map(side => {
const wing = new THREE.Mesh(new THREE.PlaneGeometry(0.05, 0.22), mats.wing);
wing.geometry.translate(0, side * 0.11, 0);
wing.rotation.x = -Math.PI / 2;
wing.position.set(x, 0.02, 0);
dragonfly.add(wing);
return { wing, side };
}),
);
scene.add(dragonfly);
/** Where the dragonfly hovers in each 5s hop: it holds still, then darts to the next spot. */
const hoverSpot = (n: number) => {
const a = hash(n + 3) * Math.PI * 2;
const r = 0.8 + hash(n + 7) * 1.6;
return new THREE.Vector3(Math.cos(a) * r, 0.5 + hash(n + 11) * 0.4, Math.sin(a) * r);
};
return {
update(t) {
camera.position.set(Math.sin(t * 0.04) * 2.5, 8.2, Math.cos(t * 0.04) * 6.8);
camera.lookAt(0, -0.3, 0.2);
for (const k of kois) {
const [x, z] = k.path(t);
const [nx, nz] = k.path(t + 0.05);
k.group.position.set(x, k.y, z);
k.group.rotation.y = Math.atan2(-(nz - z), nx - x);
for (const { geo, base } of k.parts) {
const p = geo.attributes.position as THREE.BufferAttribute;
for (let i = 0; i < p.count; i++) {
const bx = base[i * 3];
p.setXYZ(i, bx, base[i * 3 + 1], base[i * 3 + 2] + bend(bx, t, k.phase));
}
p.needsUpdate = true;
}
}
pads.forEach(({ pad, phase }) => {
pad.position.y = WATER_Y + 0.01 + Math.sin(t * 0.9 + phase) * 0.012;
pad.rotation.z = Math.sin(t * 0.7 + phase) * 0.03;
});
reeds.forEach(({ reed, phase }) => {
reed.rotation.z = Math.sin(t * 0.8 + phase) * 0.06;
reed.rotation.x = Math.sin(t * 0.6 + phase * 2) * 0.04;
});
ripples.forEach(({ mesh, mat, period, offset }, k) => {
const cycle = Math.floor((t + offset) / period);
const p = ((t + offset) % period) / period;
const a = hash(cycle * 4 + k) * Math.PI * 2;
const r = Math.sqrt(hash(cycle * 4 + k + 0.5)) * 2.2;
mesh.position.set(Math.cos(a) * r, WATER_Y + 0.005, Math.sin(a) * r);
mesh.scale.setScalar(0.05 + p * 0.7);
mat.opacity = 0.5 * (1 - p);
});
// Dragonfly: hold for most of each hop, dart to the next spot at the end, bobbing all the time.
const hop = t / 5;
const n = Math.floor(hop);
const dart = smoothstep(0.8, 1, hop - n);
const from = hoverSpot(n);
const to = hoverSpot(n + 1);
dragonfly.position.lerpVectors(from, to, dart);
dragonfly.position.y += Math.sin(t * 3) * 0.03;
dragonfly.rotation.y = Math.atan2(-(to.z - from.z), to.x - from.x);
wings.forEach(({ wing, side }, i) => {
wing.rotation.x = -Math.PI / 2 + side * Math.sin(t * 60 + i) * 0.5;
});
},
setTheme(th) {
paintGround(th);
paintKoi(th);
mats.water.color.set(th.water);
mats.fin.color.set(th.koiWhite);
mats.pad.color.set(th.lilyPad);
mats.lotus.color.set(th.lotus);
mats.rock.color.set(th.rock);
mats.reed.color.set(th.reed);
mats.bush.color.set(th.bush);
mats.dragonfly.color.set(th.dragonfly);
hemi.groundColor.set(th.grass);
},
};
};
/** A garden pond from above: koi swimming loops under lily pads, ripples and a dragonfly. */
export function KoiPond3D(props: ThreeSceneProps<KoiPondTheme>) {
return <ThreeFrame {...props} defaultTheme={koiPondTheme} setup={setup} background={t => t.grass} />;
}
'use client';
// Shared frame for every 3D scene: canvas sizing, render loop, pausing, theming and cleanup.
// Scenes provide a module-level `setup` function; this frame owns everything else.
import { useEffect, useMemo, useRef, type CSSProperties, type ReactNode } from 'react';
import * as THREE from 'three';
import styles from './three-frame.module.css';
/** Props every 3D scene accepts. `T` is the scene's theme (colour tokens). */
export type ThreeSceneProps<T> = {
/** Override any of the scene's colours. Updates live without rebuilding the scene. */
theme?: Partial<T>;
/** Freeze the animation. Scenes also stop rendering while off-screen or in a hidden tab. */
paused?: boolean;
/** Animation speed multiplier (default 1). */
speed?: number;
className?: string;
style?: CSSProperties;
/** Content rendered on top of the canvas. */
children?: ReactNode;
};
export type SceneContext<T> = {
scene: THREE.Scene;
camera: THREE.PerspectiveCamera;
renderer: THREE.WebGLRenderer;
theme: T;
};
export type SceneController<T> = {
/** Advance the scene to `time` seconds (scaled by `speed`). */
update: (time: number) => void;
/** Apply new colours to existing materials and lights. */
setTheme: (theme: T) => void;
};
/** Build the scene once. Must be defined at module level so its identity is stable. */
export type SceneSetup<T> = (ctx: SceneContext<T>) => SceneController<T>;
/** True when the browser can create a WebGL context. The probe context is released immediately. */
function webglAvailable() {
try {
const canvas = document.createElement('canvas');
const gl = canvas.getContext('webgl2') ?? canvas.getContext('webgl');
gl?.getExtension('WEBGL_lose_context')?.loseContext();
return Boolean(gl);
} catch {
return false;
}
}
/** Deterministic PRNG so scenes look the same on every load. */
export function seeded(seed: number): () => number {
return () => {
seed = (seed + 0x6d2b79f5) | 0;
let t = Math.imul(seed ^ (seed >>> 15), 1 | seed);
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
type ThreeFrameProps<T extends Record<string, string>> = ThreeSceneProps<T> & {
defaultTheme: T;
setup: SceneSetup<T>;
/** CSS background behind the transparent canvas, e.g. a sky gradient. */
background?: (theme: T) => string;
/** Time shown as a still frame under prefers-reduced-motion. */
stillTime?: number;
};
export function ThreeFrame<T extends Record<string, string>>({
defaultTheme,
setup,
background,
stillTime = 4,
theme,
paused = false,
speed = 1,
className,
style,
children,
}: ThreeFrameProps<T>) {
const hostRef = useRef<HTMLDivElement>(null);
const merged = useMemo(() => ({ ...defaultTheme, ...theme }) as T, [defaultTheme, theme]);
// Live values read by the render loop without restarting it.
const live = useRef({ theme: merged, paused, speed });
live.current.speed = speed;
const control = useRef<{ schedule: () => void; redraw: () => void; setTheme: (t: T) => void } | null>(null);
useEffect(() => {
const host = hostRef.current;
if (!host) return;
// Without WebGL, leave the CSS background and children visible (and skip three.js's console errors).
if (!webglAvailable()) return;
let renderer: THREE.WebGLRenderer;
try {
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, powerPreference: 'low-power' });
} catch {
return; // No WebGL: leave the background and children visible.
}
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.domElement.className = styles.canvas;
host.prepend(renderer.domElement);
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(35, 1, 0.1, 200);
const controller = setup({ scene, camera, renderer, theme: live.current.theme });
const reduceMotion = window.matchMedia('(prefers-reduced-motion: reduce)');
let visible = true;
let time = reduceMotion.matches ? stillTime : 0;
let last = 0;
let raf = 0;
const draw = () => {
controller.update(time);
renderer.render(scene, camera);
};
const running = () => visible && !live.current.paused && !reduceMotion.matches && !document.hidden;
const frame = (now: number) => {
raf = 0;
if (!running()) return;
const delta = Math.min((now - last) / 1000, 0.05);
last = now;
time += delta * live.current.speed;
draw();
raf = requestAnimationFrame(frame);
};
const schedule = () => {
if (reduceMotion.matches) time = stillTime;
if (running() && !raf) {
last = performance.now();
raf = requestAnimationFrame(frame);
} else if (!running()) {
draw();
}
};
const resize = () => {
const { width, height } = host.getBoundingClientRect();
if (!width || !height) return;
renderer.setSize(width, height, false);
camera.aspect = width / height;
camera.updateProjectionMatrix();
draw();
};
const resizeObserver = new ResizeObserver(resize);
resizeObserver.observe(host);
const intersectionObserver = new IntersectionObserver(([entry]) => {
visible = entry.isIntersecting;
schedule();
});
intersectionObserver.observe(host);
document.addEventListener('visibilitychange', schedule);
reduceMotion.addEventListener('change', schedule);
control.current = { schedule, redraw: draw, setTheme: controller.setTheme };
resize();
schedule();
return () => {
cancelAnimationFrame(raf);
resizeObserver.disconnect();
intersectionObserver.disconnect();
document.removeEventListener('visibilitychange', schedule);
reduceMotion.removeEventListener('change', schedule);
control.current = null;
scene.traverse(object => {
const mesh = object as THREE.Mesh;
mesh.geometry?.dispose();
const materials = Array.isArray(mesh.material) ? mesh.material : mesh.material ? [mesh.material] : [];
materials.forEach(m => m.dispose());
});
renderer.dispose();
renderer.domElement.remove();
};
}, [setup, stillTime]);
useEffect(() => {
live.current.theme = merged;
control.current?.setTheme(merged);
control.current?.redraw();
}, [merged]);
useEffect(() => {
live.current.paused = paused;
control.current?.schedule();
}, [paused]);
const classes = [styles.root, className].filter(Boolean).join(' ');
return (
<div ref={hostRef} className={classes} style={{ background: background?.(merged), ...style }}>
{children && <div className={styles.overlay}>{children}</div>}
</div>
);
}
.root {
position: relative;
display: block;
width: 100%;
aspect-ratio: 4 / 3;
overflow: hidden;
}
.canvas {
position: absolute;
inset: 0;
width: 100%;
height: 100%;
display: block;
}
.overlay {
position: absolute;
inset: 0;
}