727 lines
22 KiB
TypeScript
727 lines
22 KiB
TypeScript
import { useEffect, useRef, useState, useCallback } from 'react';
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import * as THREE from 'three';
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import { gsap } from 'gsap';
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import throttle from 'lodash/throttle';
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interface Particle {
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x: number;
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y: number;
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z: number;
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originalX: number;
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originalY: number;
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originalColor: THREE.Color;
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delay: number;
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}
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const createErrorParticles = (width: number, height: number) => {
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const particles: Particle[] = [];
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const positionArray: number[] = [];
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const colorArray: number[] = [];
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const errorColor = new THREE.Color(0.8, 0, 0);
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const size = Math.min(width, height);
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const scaleFactor = size * 0.3;
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const particlesPerLine = 50;
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// X 形状的两条线
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const lines = [
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// 左上到右下的线
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{ start: [-1, 1], end: [1, -1] },
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// 右上到左下的线
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{ start: [1, 1], end: [-1, -1] }
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];
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lines.forEach(line => {
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for (let i = 0; i < particlesPerLine; i++) {
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const t = i / (particlesPerLine - 1);
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const x = line.start[0] + (line.end[0] - line.start[0]) * t;
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const y = line.start[1] + (line.end[1] - line.start[1]) * t;
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// 添加一些随机偏移
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const randomOffset = 0.1;
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const randomX = x + (Math.random() - 0.5) * randomOffset;
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const randomY = y + (Math.random() - 0.5) * randomOffset;
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const scaledX = randomX * scaleFactor;
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const scaledY = randomY * scaleFactor;
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particles.push({
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x: scaledX,
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y: scaledY,
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z: 0,
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originalX: scaledX,
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originalY: scaledY,
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originalColor: errorColor,
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delay: 0
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});
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// 修改初始位置生成方式
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const angle = Math.random() * Math.PI * 2;
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const distance = size * 2;
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positionArray.push(
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Math.cos(angle) * distance,
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Math.sin(angle) * distance,
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0
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);
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// 初始颜色设置为最终颜色的一半亮度
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colorArray.push(errorColor.r * 0.5, errorColor.g * 0.5, errorColor.b * 0.5);
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}
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});
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const particleSize = Math.max(1.2, (size / 200) * 1.2);
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return { particles, positionArray, colorArray, particleSize };
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};
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// 修改 createSmileParticles 函数
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const createSmileParticles = (width: number, height: number) => {
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const particles: Particle[] = [];
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const positionArray: number[] = [];
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const colorArray: number[] = [];
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const size = Math.min(width, height);
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const scale = size / 200;
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const radius = size * 0.35;
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const particleSize = Math.max(1.2, scale * 1.2);
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const particleColor = new THREE.Color(0.8, 0.6, 0);
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// 预先计算所有需要的粒子位置
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const allPoints: { x: number; y: number }[] = [];
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// 计算脸部轮廓的点
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const outlinePoints = Math.floor(60 * scale);
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for (let i = 0; i < outlinePoints; i++) {
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const angle = (i / outlinePoints) * Math.PI * 2;
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allPoints.push({
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x: Math.cos(angle) * radius,
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y: Math.sin(angle) * radius
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});
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}
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// 修改眼睛的生成方式
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const eyeOffset = radius * 0.3;
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const eyeY = radius * 0.15;
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const eyeSize = radius * 0.1; // 稍微减小眼睛尺寸
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const eyePoints = Math.floor(20 * scale);
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[-1, 1].forEach(side => {
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// 使用同心圆的方式生成眼睛
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const eyeCenterX = side * eyeOffset;
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const rings = 3; // 同心圆的数量
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for (let ring = 0; ring < rings; ring++) {
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const ringRadius = eyeSize * (1 - ring / rings); // 从外到内递减半径
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const pointsInRing = Math.floor(eyePoints / rings);
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for (let i = 0; i < pointsInRing; i++) {
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const angle = (i / pointsInRing) * Math.PI * 2;
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allPoints.push({
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x: eyeCenterX + Math.cos(angle) * ringRadius,
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y: eyeY + Math.sin(angle) * ringRadius
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});
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}
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}
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// 添加中心点
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allPoints.push({
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x: eyeCenterX,
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y: eyeY
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});
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});
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// 计算嘴巴的点
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const smileWidth = radius * 0.6;
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const smileY = -radius * 0.35;
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const smilePoints = Math.floor(25 * scale);
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for (let i = 0; i < smilePoints; i++) {
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const t = i / (smilePoints - 1);
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const x = (t * 2 - 1) * smileWidth;
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const y = smileY + Math.pow(x / smileWidth, 2) * radius * 0.2;
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allPoints.push({ x, y });
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}
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// 为所有点创建粒子
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allPoints.forEach(point => {
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particles.push({
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x: point.x,
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y: point.y,
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z: 0,
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originalX: point.x,
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originalY: point.y,
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originalColor: particleColor,
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delay: 0
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});
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// 生成初始位置(从外围圆形区域开始)
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const initAngle = Math.random() * Math.PI * 2;
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const distance = size * 2;
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positionArray.push(
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Math.cos(initAngle) * distance,
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Math.sin(initAngle) * distance,
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0
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);
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// 初始颜色设置为最终颜色的一半亮度
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colorArray.push(
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particleColor.r * 0.5,
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particleColor.g * 0.5,
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particleColor.b * 0.5
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);
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});
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return { particles, positionArray, colorArray, particleSize };
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};
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// 在文件开头添加新的 helper 函数
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const easeOutCubic = (t: number) => {
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return 1 - Math.pow(1 - t, 3);
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};
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const customEase = (t: number) => {
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return t < 0.5
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? 4 * t * t * t
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: 1 - Math.pow(-2 * t + 2, 3) / 2;
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};
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interface ParticleImageProps {
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src?: string;
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onLoad?: () => void;
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onError?: () => void;
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performanceMode?: boolean; // 新增性能模式开关
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}
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export const ParticleImage = ({
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src,
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onLoad,
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onError,
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performanceMode = false
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}: ParticleImageProps) => {
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const containerRef = useRef<HTMLDivElement>(null);
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const sceneRef = useRef<THREE.Scene>();
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const cameraRef = useRef<THREE.OrthographicCamera>();
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const rendererRef = useRef<THREE.WebGLRenderer>();
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const animationFrameRef = useRef<number>();
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// 将 resize 处理逻辑移到组件顶层
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const handleResize = useCallback(() => {
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if (!containerRef.current || !cameraRef.current || !rendererRef.current || !sceneRef.current) return;
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const width = containerRef.current.offsetWidth;
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const height = containerRef.current.offsetHeight;
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// 更新相机视图
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const camera = cameraRef.current;
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camera.left = width / -2;
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camera.right = width / 2;
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camera.top = height / 2;
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camera.bottom = height / -2;
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camera.updateProjectionMatrix();
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// 更新渲染器大小
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rendererRef.current.setSize(width, height);
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// 只有当尺寸变化超过阈值时才重新生成粒子
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const currentSize = Math.min(width, height);
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const previousSize = sceneRef.current.userData.previousSize || currentSize;
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const sizeChange = Math.abs(currentSize - previousSize) / previousSize;
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if (sizeChange > 0.2 && src === '') {
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sceneRef.current.userData.previousSize = currentSize;
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updateParticles(width, height);
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}
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}, [src]);
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// 将粒子更新逻辑抽取为单独的函数
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const updateParticles = useCallback((width: number, height: number) => {
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if (!sceneRef.current) return;
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gsap.killTweensOf('*');
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const { particles, positionArray, colorArray, particleSize } = createSmileParticles(width, height);
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const material = new THREE.PointsMaterial({
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size: particleSize,
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vertexColors: true,
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transparent: true,
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opacity: 1,
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sizeAttenuation: true,
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blending: THREE.AdditiveBlending,
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depthWrite: false,
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depthTest: false
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});
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute('position', new THREE.Float32BufferAttribute(positionArray, 3));
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geometry.setAttribute('color', new THREE.Float32BufferAttribute(colorArray, 3));
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sceneRef.current.clear();
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const points = new THREE.Points(geometry, material);
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sceneRef.current.add(points);
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const positionAttribute = geometry.attributes.position;
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particles.forEach((particle, i) => {
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const i3 = i * 3;
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const distanceToCenter = Math.sqrt(
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Math.pow(particle.originalX, 2) +
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Math.pow(particle.originalY, 2)
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);
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const maxDistance = Math.sqrt(Math.pow(width/2, 2) + Math.pow(height/2, 2));
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const normalizedDistance = distanceToCenter / maxDistance;
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gsap.to(positionAttribute.array, {
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duration: 0.8,
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delay: normalizedDistance * 0.6,
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[i3]: particle.originalX,
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[i3 + 1]: particle.originalY,
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[i3 + 2]: 0,
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ease: "sine.inOut",
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onUpdate: () => {
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positionAttribute.needsUpdate = true;
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}
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});
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});
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}, []);
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// 主要的 useEffect
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useEffect(() => {
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if (!containerRef.current) return;
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const width = containerRef.current.offsetWidth;
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const height = containerRef.current.offsetHeight;
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const scene = new THREE.Scene();
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sceneRef.current = scene;
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const camera = new THREE.OrthographicCamera(
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width / -2,
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width / 2,
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height / 2,
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height / -2,
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1,
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1000
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);
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camera.position.z = 500;
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camera.lookAt(new THREE.Vector3(0, 0, 0));
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cameraRef.current = camera;
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const renderer = new THREE.WebGLRenderer({
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alpha: true,
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antialias: true
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});
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renderer.setPixelRatio(window.devicePixelRatio);
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renderer.setSize(width, height);
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rendererRef.current = renderer;
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containerRef.current.appendChild(renderer.domElement);
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// 检查是否应该显示笑脸
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if (src === '') {
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const { particles, positionArray, colorArray, particleSize } = createSmileParticles(width, height);
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const material = new THREE.PointsMaterial({
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size: particleSize,
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vertexColors: true,
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transparent: true,
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opacity: 1,
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sizeAttenuation: true,
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blending: THREE.AdditiveBlending,
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depthWrite: false,
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depthTest: false
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});
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute('position', new THREE.Float32BufferAttribute(positionArray, 3));
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geometry.setAttribute('color', new THREE.Float32BufferAttribute(colorArray, 3));
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const points = new THREE.Points(geometry, material);
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scene.add(points);
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// 修改动画效果
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const positionAttribute = geometry.attributes.position;
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// 算到中心的距离用于延迟
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particles.forEach((particle, i) => {
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const i3 = i * 3;
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const distanceToCenter = Math.sqrt(
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Math.pow(particle.originalX, 2) +
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Math.pow(particle.originalY, 2)
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);
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const maxDistance = Math.sqrt(Math.pow(width/2, 2) + Math.pow(height/2, 2));
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const normalizedDistance = distanceToCenter / maxDistance;
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gsap.to(positionAttribute.array, {
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duration: 0.8,
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delay: normalizedDistance * 0.6,
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[i3]: particle.originalX,
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[i3 + 1]: particle.originalY,
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[i3 + 2]: 0,
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ease: "sine.inOut",
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onUpdate: () => {
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positionAttribute.needsUpdate = true;
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}
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});
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});
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// 启动动画循环
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const animate = () => {
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if (renderer && scene && camera) {
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renderer.render(scene, camera);
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}
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animationFrameRef.current = requestAnimationFrame(animate);
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};
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animate();
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// 设置 resize 监听
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const throttledResize = throttle(handleResize, 200, {
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leading: true,
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trailing: true
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});
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const resizeObserver = new ResizeObserver(throttledResize);
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resizeObserver.observe(containerRef.current);
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window.addEventListener('resize', throttledResize);
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return () => {
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throttledResize.cancel();
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if (containerRef.current) {
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resizeObserver.unobserve(containerRef.current);
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}
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window.removeEventListener('resize', throttledResize);
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if (animationFrameRef.current) {
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cancelAnimationFrame(animationFrameRef.current);
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}
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if (rendererRef.current && containerRef.current) {
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containerRef.current.removeChild(rendererRef.current.domElement);
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rendererRef.current.dispose();
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}
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gsap.killTweensOf('*');
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};
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}
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// 创建错误动画函数
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const showErrorAnimation = () => {
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if (!scene) return;
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const { particles, positionArray, colorArray, particleSize } = createErrorParticles(width, height);
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const material = new THREE.PointsMaterial({
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size: particleSize,
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vertexColors: true,
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transparent: true,
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opacity: 1,
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sizeAttenuation: true,
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blending: THREE.AdditiveBlending,
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depthWrite: false,
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depthTest: false
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});
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute('position', new THREE.Float32BufferAttribute(positionArray, 3));
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geometry.setAttribute('color', new THREE.Float32BufferAttribute(colorArray, 3));
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const points = new THREE.Points(geometry, material);
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scene.clear();
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scene.add(points);
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const positionAttribute = geometry.attributes.position;
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particles.forEach((particle, i) => {
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const i3 = i * 3;
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gsap.to(positionAttribute.array, {
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duration: 0.6,
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delay: Math.random() * 0.2,
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[i3]: particle.originalX,
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[i3 + 1]: particle.originalY,
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[i3 + 2]: 0,
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ease: "back.out(1.7)",
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onUpdate: () => {
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positionAttribute.needsUpdate = true;
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}
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});
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});
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onError?.();
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};
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// 加载图片
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const img = new Image();
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img.crossOrigin = 'anonymous';
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const timeoutId = setTimeout(() => {
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showErrorAnimation();
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}, 5000); // 5秒超时
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img.onload = () => {
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clearTimeout(timeoutId);
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const canvas = document.createElement('canvas');
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const ctx = canvas.getContext('2d');
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if (ctx) {
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// 计算目标尺寸和裁剪区域
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const targetAspect = width / height;
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const imgAspect = img.width / img.height;
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let sourceWidth = img.width;
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let sourceHeight = img.height;
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let sourceX = 0;
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let sourceY = 0;
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// 裁源图片,确保比例匹配目标容器
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if (imgAspect > targetAspect) {
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// 图片较宽,需要裁剪两边
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sourceWidth = img.height * targetAspect;
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sourceX = (img.width - sourceWidth) / 2;
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} else {
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// 图片较高,需要裁剪上下
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sourceHeight = img.width / targetAspect;
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sourceY = (img.height - sourceHeight) / 2;
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}
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// 设置画布尺寸为目标显示尺寸
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canvas.width = width;
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canvas.height = height;
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// 直接绘制裁剪后的图片到目标尺寸
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ctx.drawImage(
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img,
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sourceX, sourceY, sourceWidth, sourceHeight, // 源图片的裁剪区域
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0, 0, width, height // 目标区域(填满画布)
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);
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const imageData = ctx.getImageData(0, 0, width, height);
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const particles: Particle[] = [];
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const positionArray = [];
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const colorArray = [];
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const samplingGap = Math.ceil(Math.max(width, height) / 80);
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// 采样已裁剪的图片像素
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for (let y = 0; y < height; y += samplingGap) {
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for (let x = 0; x < width; x += samplingGap) {
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const i = (y * width + x) * 4;
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const r = imageData.data[i] / 255;
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const g = imageData.data[i + 1] / 255;
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const b = imageData.data[i + 2] / 255;
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const a = imageData.data[i + 3] / 255;
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if (a > 0.3) {
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const distanceToCenter = Math.sqrt(
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Math.pow(x - width/2, 2) +
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Math.pow(y - height/2, 2)
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);
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const maxDistance = Math.sqrt(Math.pow(width/2, 2) + Math.pow(height/2, 2));
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const normalizedDistance = distanceToCenter / maxDistance;
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const px = x - width / 2;
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const py = height / 2 - y;
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particles.push({
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x: px,
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|
y: py,
|
|
z: 0,
|
|
originalX: px,
|
|
originalY: py,
|
|
originalColor: new THREE.Color(r, g, b),
|
|
delay: normalizedDistance * 0.3
|
|
});
|
|
|
|
// 随机初始位置(根据距离调整范围)
|
|
const spread = 1 - normalizedDistance * 0.5; // 距离越远,初始扩散越小
|
|
positionArray.push(
|
|
(Math.random() - 0.5) * width * spread,
|
|
(Math.random() - 0.5) * height * spread,
|
|
(Math.random() - 0.5) * 50 * spread
|
|
);
|
|
|
|
colorArray.push(r, g, b);
|
|
}
|
|
}
|
|
}
|
|
const size = Math.min(width, height);
|
|
const scale = size / 200;
|
|
const particleSize = Math.max(1.2, scale * 1.2);
|
|
|
|
const geometry = new THREE.BufferGeometry();
|
|
const material = new THREE.PointsMaterial({
|
|
size: particleSize,
|
|
vertexColors: true,
|
|
transparent: true,
|
|
opacity: 1,
|
|
sizeAttenuation: true,
|
|
blending: THREE.AdditiveBlending,
|
|
depthWrite: false,
|
|
depthTest: false
|
|
});
|
|
|
|
|
|
scene.clear();
|
|
geometry.setAttribute('position', new THREE.Float32BufferAttribute(positionArray, 3));
|
|
geometry.setAttribute('color', new THREE.Float32BufferAttribute(colorArray, 3));
|
|
|
|
const points = new THREE.Points(geometry, material);
|
|
scene.add(points);
|
|
|
|
// 画
|
|
const positionAttribute = geometry.attributes.position;
|
|
const colorAttribute = geometry.attributes.color;
|
|
|
|
let completedAnimations = 0;
|
|
const totalAnimations = particles.length * 2; // 位置和颜色动画
|
|
|
|
const checkComplete = () => {
|
|
completedAnimations++;
|
|
if (completedAnimations === totalAnimations) {
|
|
onLoad?.(); // 所有画完成后调用 onLoad
|
|
}
|
|
};
|
|
|
|
particles.forEach((particle, i) => {
|
|
const i3 = i * 3;
|
|
|
|
// 位置动画
|
|
gsap.to(positionAttribute.array, {
|
|
duration: 1.2 + Math.random() * 0.3, // 减少随机性范围
|
|
delay: particle.delay, // 使用基于距离的延迟
|
|
[i3]: particle.originalX,
|
|
[i3 + 1]: particle.originalY,
|
|
[i3 + 2]: 0,
|
|
ease: customEase,
|
|
onUpdate: () => {
|
|
positionAttribute.needsUpdate = true;
|
|
},
|
|
onComplete: checkComplete
|
|
});
|
|
|
|
// 颜色动画
|
|
gsap.to(colorAttribute.array, {
|
|
duration: 1,
|
|
delay: particle.delay + 0.2, // 稍微延迟颜色变化
|
|
[i3]: particle.originalColor.r,
|
|
[i3 + 1]: particle.originalColor.g,
|
|
[i3 + 2]: particle.originalColor.b,
|
|
ease: "power2.inOut",
|
|
onUpdate: () => {
|
|
colorAttribute.needsUpdate = true;
|
|
},
|
|
onComplete: checkComplete
|
|
});
|
|
});
|
|
|
|
// 修改动画序列部分
|
|
const timeline = gsap.timeline({
|
|
defaults: { ease: "power2.inOut" }
|
|
});
|
|
|
|
const imgElement = document.querySelector(`img[src="${src}"]`) as HTMLImageElement;
|
|
if (imgElement) {
|
|
// 设置初始状态
|
|
gsap.set(imgElement, { opacity: 0 });
|
|
|
|
timeline
|
|
.to(imgElement, {
|
|
opacity: 1,
|
|
duration: 0.8,
|
|
delay: 1.6
|
|
})
|
|
.to(material, {
|
|
opacity: 0,
|
|
duration: 0.8
|
|
}, "-=0.6"); // 提前开始消失
|
|
}
|
|
|
|
return { particles, positionArray, colorArray, particleSize };
|
|
}
|
|
};
|
|
|
|
img.onerror = () => {
|
|
clearTimeout(timeoutId);
|
|
showErrorAnimation();
|
|
};
|
|
|
|
img.src = src || '';
|
|
|
|
// 动画循环
|
|
const animate = () => {
|
|
if (renderer && scene && camera) {
|
|
renderer.render(scene, camera);
|
|
}
|
|
animationFrameRef.current = requestAnimationFrame(animate);
|
|
};
|
|
animate();
|
|
|
|
// 添加 resize 监听
|
|
const resizeObserver = new ResizeObserver(handleResize);
|
|
resizeObserver.observe(containerRef.current);
|
|
|
|
// 添加窗口 resize 监听
|
|
window.addEventListener('resize', handleResize);
|
|
|
|
return () => {
|
|
clearTimeout(timeoutId);
|
|
if (animationFrameRef.current) {
|
|
cancelAnimationFrame(animationFrameRef.current);
|
|
}
|
|
if (renderer && containerRef.current) {
|
|
containerRef.current.removeChild(renderer.domElement);
|
|
renderer.dispose();
|
|
}
|
|
// 清除所有 GSAP 动画
|
|
gsap.killTweensOf('*');
|
|
|
|
// 移除 resize 监听
|
|
if (containerRef.current) {
|
|
resizeObserver.unobserve(containerRef.current);
|
|
}
|
|
window.removeEventListener('resize', handleResize);
|
|
};
|
|
}, [src, onError, handleResize]);
|
|
|
|
return <div ref={containerRef} className="w-full h-full" />;
|
|
};
|
|
|
|
// 图片加载组件
|
|
export const ImageLoader = ({ src, alt, className }: {
|
|
src?: string;
|
|
alt: string;
|
|
className: string;
|
|
}) => {
|
|
const [isLoading, setIsLoading] = useState(true);
|
|
const [hasError, setHasError] = useState(false);
|
|
|
|
return (
|
|
<div className="relative w-[140px] md:w-[180px] h-[140px] md:h-[180px] shrink-0 overflow-hidden">
|
|
<div className="absolute inset-0 bg-gradient-to-br from-[rgb(10,37,77)] via-[rgb(8,27,57)] to-[rgb(2,8,23)] rounded-lg overflow-hidden">
|
|
<ParticleImage
|
|
src={src}
|
|
onLoad={() => setIsLoading(false)}
|
|
onError={() => {
|
|
setIsLoading(false);
|
|
setHasError(true);
|
|
}}
|
|
/>
|
|
</div>
|
|
{!hasError && (
|
|
<div className="absolute inset-0 rounded-lg overflow-hidden">
|
|
<img
|
|
src={src}
|
|
alt={alt}
|
|
className={`
|
|
w-full h-full object-cover
|
|
transition-opacity duration-1000
|
|
${className}
|
|
${isLoading ? 'opacity-0' : 'opacity-100'}
|
|
`}
|
|
style={{
|
|
visibility: isLoading ? 'hidden' : 'visible',
|
|
objectFit: 'cover',
|
|
objectPosition: 'center'
|
|
}}
|
|
/>
|
|
</div>
|
|
)}
|
|
</div>
|
|
);
|
|
}; |