gadget/gadget-code/frontend/src/components/GadgetGrid.tsx
Rob Colbert 24975b58c4 Define missing socket event types and enforce typed events in frontend build
Adds type definitions + forwarding for status, reconnect_attempt, reconnect_failed, reconnect events.
Frontend build now runs tsc --noEmit before vite build so undefined socket events cause failures.
Fixes pre-existing type errors exposed by strict mode in the frontend.
2026-05-12 10:42:31 -04:00

444 lines
14 KiB
TypeScript

// @ts-nocheck
import { useRef, useMemo, useEffect } from 'react';
import { Canvas, useFrame, useThree } from '@react-three/fiber';
import * as THREE from 'three';
const BOARD_SIZE = 200;
const GRID_DIVISIONS = 16;
const JUNCTION_SPACING = BOARD_SIZE / GRID_DIVISIONS;
const HALF_BOARD = BOARD_SIZE / 2;
const ORB_COUNT = 20;
const PULSE_COUNT = 10;
interface Junction {
x: number;
z: number;
connections: number[];
}
interface Trace {
start: number;
end: number;
}
interface ParticleData {
pos: THREE.Vector3;
target: THREE.Vector3;
junctionIndex: number;
targetJunctionIndex: number;
progress: number;
speed: number;
type: 'orb' | 'pulse';
}
function seededRandom(seed: number): () => number {
let s = seed;
return () => {
s = (s * 9301 + 49297) % 233280;
return s / 233280;
};
}
function createGlowTexture(color: string): THREE.CanvasTexture {
const canvas = document.createElement('canvas');
canvas.width = 64;
canvas.height = 64;
const ctx = canvas.getContext('2d')!;
const gradient = ctx.createRadialGradient(32, 32, 0, 32, 32, 32);
gradient.addColorStop(0, color);
gradient.addColorStop(0.3, color.replace(')', ', 0.8)').replace('rgb', 'rgba'));
gradient.addColorStop(0.6, color.replace(')', ', 0.3)').replace('rgb', 'rgba'));
gradient.addColorStop(1, 'rgba(0,0,0,0)');
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, 64, 64);
return new THREE.CanvasTexture(canvas);
}
function generateBoardData() {
const rand = seededRandom(42);
const junctions: Junction[] = [];
const indexMap: Map<string, number> = new Map();
for (let gx = 0; gx <= GRID_DIVISIONS; gx++) {
for (let gz = 0; gz <= GRID_DIVISIONS; gz++) {
const x = -HALF_BOARD + gx * JUNCTION_SPACING;
const z = -HALF_BOARD + gz * JUNCTION_SPACING;
const idx = junctions.length;
junctions.push({ x, z, connections: [] });
indexMap.set(`${gx},${gz}`, idx);
}
}
for (let gx = 0; gx <= GRID_DIVISIONS; gx++) {
for (let gz = 0; gz <= GRID_DIVISIONS; gz++) {
const idx = indexMap.get(`${gx},${gz}`);
if (idx === undefined) continue;
if (gx < GRID_DIVISIONS) {
const rightIdx = indexMap.get(`${gx + 1},${gz}`);
if (rightIdx !== undefined) {
junctions[idx].connections.push(rightIdx);
junctions[rightIdx].connections.push(idx);
}
}
if (gz < GRID_DIVISIONS) {
const downIdx = indexMap.get(`${gx},${gz + 1}`);
if (downIdx !== undefined) {
junctions[idx].connections.push(downIdx);
junctions[downIdx].connections.push(idx);
}
}
if (gx < GRID_DIVISIONS && gz < GRID_DIVISIONS && rand() > 0.85) {
const diagIdx = indexMap.get(`${gx + 1},${gz + 1}`);
if (diagIdx !== undefined) {
junctions[idx].connections.push(diagIdx);
junctions[diagIdx].connections.push(idx);
}
}
}
}
const traceSet = new Set<string>();
const traces: Trace[] = [];
for (const j of junctions) {
const jIdx = junctions.indexOf(j);
for (const c of j.connections) {
const key = j.x < junctions[c].x || (j.x === junctions[c].x && j.z <= junctions[c].z)
? `${jIdx},${c}`
: `${c},${jIdx}`;
if (!traceSet.has(key)) {
traceSet.add(key);
traces.push({ start: jIdx, end: c });
}
}
}
const chips: Array<{ x: number; z: number; width: number; depth: number }> = [];
const usedIndices = new Set<number>();
for (let i = 0; i < 22; i++) {
let attempts = 0;
while (attempts < 50) {
const idx = Math.floor(rand() * junctions.length);
if (!usedIndices.has(idx) && junctions[idx].connections.length >= 2) {
usedIndices.add(idx);
chips.push({
x: junctions[idx].x,
z: junctions[idx].z,
width: 5 + rand() * 7,
depth: 5 + rand() * 7,
});
break;
}
attempts++;
}
}
const capacitors: Array<{ x: number; z: number; radius: number; height: number }> = [];
for (let i = 0; i < 45; i++) {
const idx = Math.floor(rand() * junctions.length);
capacitors.push({
x: junctions[idx].x + (rand() - 0.5) * 3,
z: junctions[idx].z + (rand() - 0.5) * 3,
radius: 0.35 + rand() * 0.45,
height: 1.2 + rand() * 2.2,
});
}
const ics: Array<{ x: number; z: number; width: number; depth: number }> = [];
const icCandidates = junctions.filter(j => j.connections.length > 2);
for (let i = 0; i < Math.min(16, icCandidates.length); i++) {
const j = icCandidates[i];
ics.push({
x: j.x,
z: j.z,
width: 10 + rand() * 6,
depth: 6 + rand() * 4,
});
}
return { junctions, traces, chips, capacitors, ics };
}
function TraceLines({ traces, junctions }: { traces: Trace[]; junctions: Junction[] }) {
const geometry = useMemo(() => {
const positions: number[] = [];
for (const t of traces) {
const start = junctions[t.start];
const end = junctions[t.end];
positions.push(start.x, 0.1, start.z);
positions.push(end.x, 0.1, end.z);
}
const geo = new THREE.BufferGeometry();
geo.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
return geo;
}, [traces, junctions]);
return (
<lineSegments geometry={geometry}>
<lineBasicMaterial color="#3d5a3a" />
</lineSegments>
);
}
function Chips({ chips }: { chips: Array<{ x: number; z: number; width: number; depth: number }> }) {
return (
<group>
{chips.map((chip, i) => (
<group key={i} position={[chip.x, 0, chip.z]}>
<mesh position={[0, 0.6, 0]} castShadow>
<boxGeometry args={[chip.width, 1.2, chip.depth]} />
<meshStandardMaterial color="#1c1c1c" roughness={0.4} metalness={0.5} />
</mesh>
<mesh position={[0, 1.25, 0]}>
<boxGeometry args={[chip.width * 0.4, 0.25, chip.depth * 0.15]} />
<meshStandardMaterial color="#3a3a3a" roughness={0.3} metalness={0.6} emissive="#0a1a0a" emissiveIntensity={0.2} />
</mesh>
{[-1, 1].map((side) =>
Array.from({ length: Math.floor(chip.width / 1.2) }).map((_, pi) => (
<mesh key={`pin-${side}-${pi}`} position={[side * (chip.width / 2 + 0.25), 0.25, -chip.depth / 2 + 1.0 + pi * 1.2]} castShadow>
<boxGeometry args={[0.25, 0.5, 0.25]} />
<meshStandardMaterial color="#909090" roughness={0.25} metalness={0.85} />
</mesh>
))
)}
{[-1, 1].map((side) =>
Array.from({ length: Math.floor(chip.depth / 1.2) }).map((_, pi) => (
<mesh key={`pin-z-${side}-${pi}`} position={[-chip.width / 2 + 1.0 + pi * 1.2, 0.25, side * (chip.depth / 2 + 0.25)]} castShadow>
<boxGeometry args={[0.25, 0.5, 0.25]} />
<meshStandardMaterial color="#909090" roughness={0.25} metalness={0.85} />
</mesh>
))
)}
</group>
))}
</group>
);
}
function Capacitors({ capacitors }: { capacitors: Array<{ x: number; z: number; radius: number; height: number }> }) {
return (
<group>
{capacitors.map((cap, i) => (
<mesh key={i} position={[cap.x, cap.height / 2, cap.z]} castShadow>
<cylinderGeometry args={[cap.radius, cap.radius, cap.height, 8]} />
<meshStandardMaterial color="#2d2d2d" roughness={0.35} metalness={0.5} />
</mesh>
))}
</group>
);
}
function ICs({ ics }: { ics: Array<{ x: number; z: number; width: number; depth: number }> }) {
return (
<group>
{ics.map((ic, i) => (
<group key={i} position={[ic.x, 0, ic.z]}>
<mesh position={[0, 0.8, 0]} castShadow>
<boxGeometry args={[ic.width, 1.6, ic.depth]} />
<meshStandardMaterial color="#181818" roughness={0.5} metalness={0.3} />
</mesh>
<mesh position={[0, 1.65, 0]}>
<boxGeometry args={[ic.width * 0.2, 0.15, ic.depth * 0.1]} />
<meshStandardMaterial color="#2a2a2a" roughness={0.4} metalness={0.5} />
</mesh>
</group>
))}
</group>
);
}
function ParticleSystem({ junctions }: { junctions: Junction[] }) {
const orbRefs = useRef<(THREE.Mesh | null)[]>([]);
const pulseRefs = useRef<(THREE.Mesh | null)[]>([]);
const particles = useRef<ParticleData[]>([]);
const initialized = useRef(false);
const glowTexture = useMemo(() => createGlowTexture('rgb(0, 255, 68)'), []);
const pulseGlowTexture = useMemo(() => createGlowTexture('rgb(0, 255, 255)'), []);
useEffect(() => {
if (initialized.current) return;
initialized.current = true;
const rand = seededRandom(Date.now());
const initial: ParticleData[] = [];
for (let i = 0; i < ORB_COUNT; i++) {
const idx = Math.floor(rand() * junctions.length);
const conn = junctions[idx].connections;
const target = conn.length > 0 ? conn[Math.floor(rand() * conn.length)] : idx;
initial.push({
pos: new THREE.Vector3(junctions[idx].x, 0.4, junctions[idx].z),
target: new THREE.Vector3(junctions[target].x, 0.4, junctions[target].z),
junctionIndex: idx,
targetJunctionIndex: target,
progress: rand(),
speed: 0.002 + rand() * 0.003,
type: 'orb',
});
}
for (let i = 0; i < PULSE_COUNT; i++) {
const idx = Math.floor(rand() * junctions.length);
const conn = junctions[idx].connections;
const target = conn.length > 0 ? conn[Math.floor(rand() * conn.length)] : idx;
initial.push({
pos: new THREE.Vector3(junctions[idx].x, 0.4, junctions[idx].z),
target: new THREE.Vector3(junctions[target].x, 0.4, junctions[target].z),
junctionIndex: idx,
targetJunctionIndex: target,
progress: rand(),
speed: 0.01 + rand() * 0.015,
type: 'pulse',
});
}
particles.current = initial;
}, [junctions]);
useFrame(() => {
const p = particles.current;
if (!p.length) return;
for (let i = 0; i < p.length; i++) {
const particle = p[i];
particle.progress += particle.speed;
if (particle.progress >= 1) {
const conn = junctions[particle.junctionIndex].connections;
if (conn.length > 0) {
particle.junctionIndex = particle.targetJunctionIndex;
const nextConn = junctions[particle.targetJunctionIndex].connections.filter(c => c !== particle.junctionIndex);
particle.targetJunctionIndex = nextConn.length > 0
? nextConn[Math.floor(Math.random() * nextConn.length)]
: conn[Math.floor(Math.random() * conn.length)];
particle.progress = 0;
particle.target.set(
junctions[particle.targetJunctionIndex].x,
0.4,
junctions[particle.targetJunctionIndex].z
);
} else {
particle.progress = 0;
}
}
const startJ = junctions[particle.junctionIndex];
particle.pos.x = startJ.x + (particle.target.x - startJ.x) * particle.progress;
particle.pos.z = startJ.z + (particle.target.z - startJ.z) * particle.progress;
particle.pos.y = 0.4 + Math.sin(particle.progress * Math.PI) * 0.6;
if (particle.type === 'orb') {
const mesh = orbRefs.current[i];
if (mesh) {
mesh.position.copy(particle.pos);
}
} else {
const mesh = pulseRefs.current[i - ORB_COUNT];
if (mesh) {
mesh.position.copy(particle.pos);
const scale = 1 - Math.abs(particle.progress - 0.5) * 2;
mesh.scale.setScalar(0.4 + scale * 0.6);
(mesh.material as THREE.MeshStandardMaterial).emissiveIntensity = 2 + scale * 4;
}
}
}
});
return (
<group>
{Array.from({ length: ORB_COUNT }).map((_, i) => (
<mesh
key={`orb-${i}`}
ref={(el) => { orbRefs.current[i] = el; }}
>
<planeGeometry args={[1.2, 1.2]} />
<meshBasicMaterial
map={glowTexture}
transparent
opacity={0.95}
depthWrite={false}
blending={THREE.AdditiveBlending}
/>
</mesh>
))}
{Array.from({ length: PULSE_COUNT }).map((_, i) => (
<mesh
key={`pulse-${i}`}
ref={(el) => { pulseRefs.current[i] = el; }}
rotation={[-Math.PI / 2, 0, 0]}
>
<planeGeometry args={[0.8, 0.8]} />
<meshBasicMaterial
map={pulseGlowTexture}
transparent
opacity={0.95}
depthWrite={false}
blending={THREE.AdditiveBlending}
/>
</mesh>
))}
</group>
);
}
function CameraDrift() {
const { camera } = useThree();
const timeRef = useRef(0);
useFrame((_, delta) => {
timeRef.current += delta;
const t = timeRef.current;
camera.position.x = Math.sin(t * 0.05) * 3;
camera.position.y = 80 + Math.sin(t * 0.07) * 2.5;
camera.position.z = Math.cos(t * 0.04) * 5;
camera.lookAt(0, 0, 0);
});
return null;
}
function Scene() {
const boardData = useMemo(() => generateBoardData(), []);
return (
<>
<ambientLight intensity={0.3} />
<directionalLight position={[60, 120, 60]} intensity={0.7} castShadow />
<directionalLight position={[-40, 80, -40]} intensity={0.4} />
<pointLight position={[0, 40, 0]} intensity={0.6} color="#00ff44" distance={120} />
<mesh rotation={[-Math.PI / 2, 0, 0]} position={[0, -0.5, 0]} receiveShadow>
<planeGeometry args={[BOARD_SIZE, BOARD_SIZE]} />
<meshStandardMaterial color="#080808" roughness={0.85} metalness={0.15} />
</mesh>
<TraceLines traces={boardData.traces} junctions={boardData.junctions} />
<Chips chips={boardData.chips} />
<Capacitors capacitors={boardData.capacitors} />
<ICs ics={boardData.ics} />
<ParticleSystem junctions={boardData.junctions} />
<CameraDrift />
</>
);
}
export default function GadgetGrid() {
return (
<div className="absolute inset-0">
<Canvas
camera={{ position: [0, 80, 0], fov: 45, near: 0.1, far: 500 }}
gl={{ antialias: true, alpha: true }}
dpr={[1, 1.5]}
>
<Scene />
</Canvas>
</div>
);
}