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