optimization and some fixes
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@@ -3,7 +3,7 @@
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import React, { useRef, useEffect, useState } from "react";
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import { useTheme } from "next-themes";
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const ENGINE_VERSION = "2.0.2";
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const ENGINE_VERSION = "2.0.3";
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interface NetrunnerMatrixProps {
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isSecure?: boolean;
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@@ -49,32 +49,35 @@ export const NetrunnerMatrix: React.FC<NetrunnerMatrixProps> = ({
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if (!canvas || !container || hasTransferred.current) return;
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const getEyeY = (scale: number) => {
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const getEyeY = () => {
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const anchor = document.getElementById("eye-anchor");
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const canvas = canvasRef.current;
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if (anchor && canvas) {
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const ar = anchor.getBoundingClientRect();
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const cr = canvas.getBoundingClientRect();
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return (ar.top - cr.top + ar.height / 2) * scale;
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return ar.top - cr.top + ar.height / 2;
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}
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return 0;
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};
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const isMobile = checkIsMobile();
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const pixelScale = Math.min(window.devicePixelRatio || 1, 1.5);
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const initialWidth = container.clientWidth * pixelScale;
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const initialHeight = container.clientHeight * pixelScale;
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// Берем плотность пикселей экрана, ограничиваем до 2.0 для баланса резкости и FPS
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const pixelScale = Math.min(window.devicePixelRatio || 1, 2.0);
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dimensionsRef.current = { width: initialWidth, height: initialHeight };
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// ЛОГИЧЕСКИЙ размер (в CSS пикселях) - для физики Rust
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const logicalWidth = container.clientWidth;
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const logicalHeight = container.clientHeight;
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dimensionsRef.current = { width: logicalWidth, height: logicalHeight };
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try {
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canvas.width = initialWidth;
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canvas.height = initialHeight;
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// ФИЗИЧЕСКИЙ размер Canvas (для резкости)
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canvas.width = logicalWidth * pixelScale;
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canvas.height = logicalHeight * pixelScale;
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const worker = new Worker(
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`/wasm-matrix/matrix_worker.js?v=${ENGINE_VERSION}`,
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{
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type: "module",
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},
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{ type: "module" },
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);
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workerRef.current = worker;
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@@ -86,9 +89,10 @@ export const NetrunnerMatrix: React.FC<NetrunnerMatrixProps> = ({
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type: "INIT",
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payload: {
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canvas: offscreen,
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width: initialWidth,
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height: initialHeight,
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eyeY: getEyeY(pixelScale),
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logicalWidth,
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logicalHeight,
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pixelScale,
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eyeY: getEyeY(), // Без scale, так как движок теперь работает в логических координатах
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isMobile,
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isVpnOn: isSecure,
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isDarkMode,
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@@ -106,18 +110,18 @@ export const NetrunnerMatrix: React.FC<NetrunnerMatrixProps> = ({
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resizeTimeout = setTimeout(() => {
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if (!container || !workerRef.current) return;
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const isMob = checkIsMobile();
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const scale = isMob
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? 1.0
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: Math.min(window.devicePixelRatio || 1, 1.5);
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const w = container.clientWidth * scale;
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const h = container.clientHeight * scale;
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dimensionsRef.current = { width: w, height: h };
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const pScale = Math.min(window.devicePixelRatio || 1, 2.0);
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const lw = container.clientWidth;
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const lh = container.clientHeight;
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dimensionsRef.current = { width: lw, height: lh };
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workerRef.current.postMessage({
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type: "RESIZE",
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payload: {
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width: w,
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height: h,
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eyeY: getEyeY(scale),
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logicalWidth: lw,
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logicalHeight: lh,
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pixelScale: pScale,
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eyeY: getEyeY(),
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isMobile: isMob,
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fontSize: isMob ? 10 : 16,
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},
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@@ -149,61 +153,56 @@ export const NetrunnerMatrix: React.FC<NetrunnerMatrixProps> = ({
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});
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}
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}, [isSecure, isDarkMode, mounted]);
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useEffect(() => {
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if (!mounted || !workerRef.current) return;
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// --- 1. Гироскоп (Наклон телефона) ---
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const handleOrientation = (e: DeviceOrientationEvent) => {
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let gamma = e.gamma || 0; // Наклон влево/вправо (-90 до 90)
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// Ограничиваем угол для комфорта
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let gamma = e.gamma || 0;
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if (gamma > 45) gamma = 45;
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if (gamma < -45) gamma = -45;
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// Нормализуем от -1.0 до 1.0
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const tiltX = gamma / 45.0;
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workerRef.current?.postMessage({
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type: "TILT",
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payload: { x: tiltX, y: 0 },
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});
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};
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// Запрос прав для iOS 13+ (если нужно, можно вынести в кнопку включения VPN)
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if (
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typeof (DeviceOrientationEvent as any).requestPermission === "function"
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) {
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// Это должно вызываться по клику пользователя, здесь оставлено для примера
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// (DeviceOrientationEvent as any).requestPermission().then(...)
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// iOS permission logic omitted for brevity
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} else {
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window.addEventListener("deviceorientation", handleOrientation);
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}
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// --- 2. Ударные волны и Кинетический свайп ---
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const handleEvents = (e: any) => {
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const isDown = e.type === "pointerdown" || e.type === "touchstart";
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const isMove = e.type === "pointermove" || e.type === "touchmove";
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const isInteractive = e.target.closest(
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'button, a, input, [role="button"], [role="switch"]',
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);
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if (isDown && isInteractive) return;
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let clientX = e.touches ? e.touches[0].clientX : e.clientX;
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let clientY = e.touches ? e.touches[0].clientY : e.clientY;
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if (clientX === undefined) return;
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const rect = canvasRef.current!.getBoundingClientRect();
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// Scale теперь всегда 1.0, так как dimensionsRef равен логическому CSS размеру
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const scaleX = dimensionsRef.current.width / rect.width;
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const scaleY = dimensionsRef.current.height / rect.height;
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const px = (clientX - rect.left) * scaleX;
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const py = (clientY - rect.top) * scaleY;
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// Ударная волна при клике/тапе
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if (isDown) {
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workerRef.current?.postMessage({
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type: "SHOCKWAVE",
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payload: { x: px, y: py },
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});
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}
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// Магнитный свайп
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if (isMove) {
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workerRef.current?.postMessage({
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type: "KINETIC_SWIPE",
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@@ -220,7 +219,9 @@ export const NetrunnerMatrix: React.FC<NetrunnerMatrixProps> = ({
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return () => {
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window.removeEventListener("deviceorientation", handleOrientation);
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window.removeEventListener("pointerdown", handleEvents);
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// ... удаляем остальные листенеры ...
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window.removeEventListener("pointermove", handleEvents);
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window.removeEventListener("touchstart", handleEvents);
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window.removeEventListener("touchmove", handleEvents);
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};
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}, [mounted]);
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