Files
the-matrix/js/effects.js
Perplexity Computer 916acde69c fix: QA sprint v1 — 7 issues resolved
Fixes:
- #22 OrbitControls damping: call updateControls() in animate loop
- #23 Empty catch blocks: add console.warn + error surfacing to chat panel
- #24 escapeHtml: add quote escaping (" '), use in renderAgentList
- #25 WS reconnect: check close code (1000/1001) before reconnecting,
  add exponential backoff + heartbeat zombie detection
- #26 IDLE state visibility: brighten from near-invisible to #005500
- #5 PWA: manifest.json, service worker (network-first), theme-color,
  favicon, loading screen, safe-area-inset padding, apple-mobile-web-app
- #14 Adaptive render quality: new quality.js hardware detection (low/
  medium/high tiers), tiered particle counts, grid density, antialias,
  pixel ratio caps

New files:
- js/quality.js — hardware detection + quality tier logic
- manifest.json — PWA manifest
- public/sw.js — service worker (network-first with offline cache)
- public/favicon.svg — SVG favicon
- icons/icon-192.svg, icons/icon-512.svg — PWA icons
2026-03-19 00:14:27 +00:00

91 lines
2.6 KiB
JavaScript

import * as THREE from 'three';
import { getQualityTier } from './quality.js';
let rainParticles;
let rainPositions;
let rainVelocities;
let rainCount = 0;
export function initEffects(scene) {
const tier = getQualityTier();
initMatrixRain(scene, tier);
initStarfield(scene, tier);
}
function initMatrixRain(scene, tier) {
// Scale particle count by quality tier
rainCount = tier === 'low' ? 500 : tier === 'medium' ? 1200 : 2000;
const geo = new THREE.BufferGeometry();
const positions = new Float32Array(rainCount * 3);
const velocities = new Float32Array(rainCount);
const colors = new Float32Array(rainCount * 3);
for (let i = 0; i < rainCount; i++) {
positions[i * 3] = (Math.random() - 0.5) * 100;
positions[i * 3 + 1] = Math.random() * 50 + 5;
positions[i * 3 + 2] = (Math.random() - 0.5) * 100;
velocities[i] = 0.05 + Math.random() * 0.15;
const brightness = 0.3 + Math.random() * 0.7;
colors[i * 3] = 0;
colors[i * 3 + 1] = brightness;
colors[i * 3 + 2] = 0;
}
geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geo.setAttribute('color', new THREE.BufferAttribute(colors, 3));
rainPositions = positions;
rainVelocities = velocities;
const mat = new THREE.PointsMaterial({
size: tier === 'low' ? 0.16 : 0.12,
vertexColors: true,
transparent: true,
opacity: 0.7,
sizeAttenuation: true,
});
rainParticles = new THREE.Points(geo, mat);
scene.add(rainParticles);
}
function initStarfield(scene, tier) {
const count = tier === 'low' ? 150 : tier === 'medium' ? 350 : 500;
const geo = new THREE.BufferGeometry();
const positions = new Float32Array(count * 3);
for (let i = 0; i < count; i++) {
positions[i * 3] = (Math.random() - 0.5) * 300;
positions[i * 3 + 1] = Math.random() * 80 + 10;
positions[i * 3 + 2] = (Math.random() - 0.5) * 300;
}
geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
const mat = new THREE.PointsMaterial({
color: 0x003300,
size: 0.08,
transparent: true,
opacity: 0.5,
});
const stars = new THREE.Points(geo, mat);
scene.add(stars);
}
export function updateEffects(_time) {
if (!rainParticles) return;
for (let i = 0; i < rainCount; i++) {
rainPositions[i * 3 + 1] -= rainVelocities[i];
if (rainPositions[i * 3 + 1] < -1) {
rainPositions[i * 3 + 1] = 40 + Math.random() * 20;
rainPositions[i * 3] = (Math.random() - 0.5) * 100;
rainPositions[i * 3 + 2] = (Math.random() - 0.5) * 100;
}
}
rainParticles.geometry.attributes.position.needsUpdate = true;
}