711 lines
20 KiB
TypeScript
711 lines
20 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 HSL {
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h: number;
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s: number;
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l: number;
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}
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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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// 在文件开头添加新的 LoaderStatus 接口
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interface LoaderStatus {
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isLoading: boolean;
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hasError: boolean;
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timeoutError: boolean;
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animationPhase: 'assembling' | 'image' | 'dissolving' | 'transitioning';
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}
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// 修改 ParticleImage 组件的 props 接口
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interface ParticleImageProps {
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src?: string;
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status?: LoaderStatus;
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onLoad?: () => void;
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onAnimationComplete?: () => void;
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transitionType?: 'in' | 'out' | 'none';
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previousParticles?: Particle[];
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onParticlesCreated?: (particles: Particle[]) => void;
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onAnimationPhaseChange?: (phase: 'assembling' | 'image' | 'dissolving' | 'transitioning') => void;
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}
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// 修改 BG_CONFIG
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const BG_CONFIG = {
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colors: {
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from: 'rgb(10,37,77)',
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via: 'rgb(8,27,57)',
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to: 'rgb(2,8,23)'
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},
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className: 'bg-gradient-to-br from-[rgb(248,250,252)] via-[rgb(241,245,249)] to-[rgb(236,241,247)] dark:from-[rgb(10,37,77)] dark:via-[rgb(8,27,57)] dark:to-[rgb(2,8,23)]',
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size: {
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container: ''
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}
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};
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// 修改图像采样函数
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const createParticlesFromImage = (imageData: ImageData, 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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// 根据容器尺寸计算缩放因子
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const aspectRatio = width / height;
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const scaleFactor = width / 2; // 使用容器宽度的一半作为基准
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// 固定粒子数量以保持一致的视觉效果
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const particlesPerSide = Math.floor(Math.min(150, Math.max(80, Math.min(width, height) / 4)));
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const stepX = width / particlesPerSide;
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const stepY = height / particlesPerSide;
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for (let y = 0; y < height; y += stepY) {
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for (let x = 0; x < width; x += stepX) {
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const pixelX = Math.floor(x);
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const pixelY = Math.floor(y);
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const i = (pixelY * width + pixelX) * 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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// 计算亮度并设置最小值
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const brightness = Math.max(0.1, (r + g + b) / 3);
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// 将坐标映射到容器范围
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const px = ((x / width) * 2 - 1) * scaleFactor;
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const py = ((1 - y / height) * 2 - 1) * (scaleFactor / aspectRatio);
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// 创建粒子
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const finalColor = new THREE.Color(
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Math.max(0.1, r),
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Math.max(0.1, g),
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Math.max(0.1, b)
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);
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particles.push({
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x: px,
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y: py,
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z: 0,
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originalX: px,
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originalY: py,
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originalColor: finalColor,
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delay: Math.random() * 0.3
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});
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// 设置初始位置
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const angle = Math.random() * Math.PI * 2;
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const distance = Math.max(width, height);
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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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// 设置初始颜色
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colorArray.push(
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finalColor.r * 0.3,
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finalColor.g * 0.3,
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finalColor.b * 0.3
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);
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}
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}
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// 调整粒子大小
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const particleSize = Math.max(2, Math.min(width, height) / 150);
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return { particles, positionArray, colorArray, particleSize };
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};
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// 优化动画效果
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const animateParticles = (
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particles: Particle[],
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geometry: THREE.BufferGeometry,
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onComplete?: () => void
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) => {
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const positionAttribute = geometry.attributes.position;
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const colorAttribute = geometry.attributes.color;
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particles.forEach((particle, i) => {
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const i3 = i * 3;
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// 位置动画
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gsap.to(positionAttribute.array, {
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duration: 1 + Math.random() * 0.5,
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delay: particle.delay,
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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: "power2.out",
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onUpdate: () => void (positionAttribute.needsUpdate = true)
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});
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// 颜色动画
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gsap.to(colorAttribute.array, {
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duration: 0.8,
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delay: particle.delay,
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[i3]: particle.originalColor.r,
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[i3 + 1]: particle.originalColor.g,
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[i3 + 2]: particle.originalColor.b,
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ease: "power2.inOut",
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onUpdate: () => {
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colorAttribute.needsUpdate = true;
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return;
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},
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onComplete: i === particles.length - 1 ? onComplete : undefined
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});
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});
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};
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export const ParticleImage = ({
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src,
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status,
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onLoad,
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onAnimationComplete,
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transitionType = 'in',
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previousParticles,
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onParticlesCreated,
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onAnimationPhaseChange
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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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const geometryRef = useRef<THREE.BufferGeometry>();
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const materialRef = useRef<THREE.PointsMaterial>();
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const pointsRef = useRef<THREE.Points>();
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// 清理函数
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const cleanup = useCallback(() => {
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if (animationFrameRef.current) {
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cancelAnimationFrame(animationFrameRef.current);
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}
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// 清理 Three.js 资源
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if (geometryRef.current) {
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geometryRef.current.dispose();
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}
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if (materialRef.current) {
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materialRef.current.dispose();
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}
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if (pointsRef.current) {
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if (pointsRef.current.geometry) {
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pointsRef.current.geometry.dispose();
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}
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if (pointsRef.current.material instanceof THREE.Material) {
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pointsRef.current.material.dispose();
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}
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sceneRef.current?.remove(pointsRef.current);
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}
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if (rendererRef.current) {
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rendererRef.current.dispose();
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if (containerRef.current?.contains(rendererRef.current.domElement)) {
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containerRef.current.removeChild(rendererRef.current.domElement);
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}
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}
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// 清理 GSAP 动画
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gsap.killTweensOf('*');
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}, []);
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useEffect(() => {
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if (!containerRef.current || !src) return;
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const width = containerRef.current.offsetWidth;
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const height = containerRef.current.offsetHeight;
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// 建错误动画函数
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const showErrorAnimation = () => {
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if (!sceneRef.current) return;
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const { particles, positionArray, colorArray, particleSize } = createErrorParticles(width, height);
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// ... 其余错误动画代码 ...
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};
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const timeoutId = setTimeout(() => showErrorAnimation(), 5000);
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// 初始化场景
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const scene = new THREE.Scene();
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sceneRef.current = scene;
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// 调整相机视角
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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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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.setSize(width, height);
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rendererRef.current = renderer;
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containerRef.current.appendChild(renderer.domElement);
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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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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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// 裁剪源图片,确保比例匹配目标容器
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if (imgAspect > targetAspect) {
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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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sourceHeight = img.width / targetAspect;
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sourceY = (img.height - sourceHeight) / 2;
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}
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canvas.width = width;
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canvas.height = height;
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// 清除画布
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ctx.clearRect(0, 0, width, height);
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// 绘制图像
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ctx.drawImage(
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img,
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sourceX, sourceY, sourceWidth, sourceHeight,
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0, 0, width, height
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);
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const imageData = ctx.getImageData(0, 0, width, height);
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const { particles, positionArray, colorArray, particleSize } = createParticlesFromImage(imageData, width, height);
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// 通知父组件新的粒子已创建
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onParticlesCreated?.(particles);
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// 创建粒子系统
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const geometry = new THREE.BufferGeometry();
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geometryRef.current = geometry;
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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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materialRef.current = material;
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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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pointsRef.current = points;
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scene.add(points);
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// 动画分
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const timeline = gsap.timeline();
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const positionAttribute = geometry.attributes.position;
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const colorAttribute = geometry.attributes.color;
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// 立即执动画
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if (transitionType === 'in') {
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// 设置初始位置和颜色
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particles.forEach((particle, i) => {
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const i3 = i * 3;
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// 设置随机初始位置
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positionAttribute.array[i3] = (Math.random() - 0.5) * width * 2;
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positionAttribute.array[i3 + 1] = (Math.random() - 0.5) * height * 2;
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positionAttribute.array[i3 + 2] = Math.random() * 100;
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// 设置初始颜色
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colorAttribute.array[i3] = particle.originalColor.r * 0.2;
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colorAttribute.array[i3 + 1] = particle.originalColor.g * 0.2;
|
|
colorAttribute.array[i3 + 2] = particle.originalColor.b * 0.2;
|
|
});
|
|
|
|
positionAttribute.needsUpdate = true;
|
|
colorAttribute.needsUpdate = true;
|
|
|
|
// 创建动画
|
|
particles.forEach((particle, i) => {
|
|
const i3 = i * 3;
|
|
|
|
// 位置动画
|
|
gsap.to(positionAttribute.array, {
|
|
duration: 2,
|
|
delay: particle.delay,
|
|
[i3]: particle.originalX,
|
|
[i3 + 1]: particle.originalY,
|
|
[i3 + 2]: 0,
|
|
ease: "power2.inOut",
|
|
onUpdate: () => { positionAttribute.needsUpdate = true; }
|
|
});
|
|
|
|
// 颜色动画
|
|
gsap.to(colorAttribute.array, {
|
|
duration: 1.8,
|
|
delay: particle.delay + 0.2,
|
|
[i3]: particle.originalColor.r,
|
|
[i3 + 1]: particle.originalColor.g,
|
|
[i3 + 2]: particle.originalColor.b,
|
|
ease: "power2.inOut",
|
|
onUpdate: () => { colorAttribute.needsUpdate = true; }
|
|
});
|
|
});
|
|
} else if (transitionType === 'out') {
|
|
particles.forEach((particle, i) => {
|
|
const i3 = i * 3;
|
|
gsap.to(colorAttribute.array, {
|
|
duration: 1,
|
|
[i3]: particle.originalColor.r * 0.2,
|
|
[i3 + 1]: particle.originalColor.g * 0.2,
|
|
[i3 + 2]: particle.originalColor.b * 0.2,
|
|
ease: "power2.in",
|
|
onUpdate: () => {
|
|
colorAttribute.needsUpdate = true;
|
|
}
|
|
});
|
|
});
|
|
}
|
|
|
|
// 画循环
|
|
const animate = () => {
|
|
animationFrameRef.current = requestAnimationFrame(animate);
|
|
renderer.render(scene, camera);
|
|
};
|
|
animate();
|
|
|
|
onLoad?.();
|
|
}
|
|
};
|
|
|
|
img.src = src;
|
|
|
|
return () => {
|
|
clearTimeout(timeoutId);
|
|
cleanup();
|
|
};
|
|
}, [src, cleanup, onLoad, onAnimationComplete, transitionType, previousParticles, onParticlesCreated]);
|
|
|
|
return <div ref={containerRef} className="w-full h-full" />;
|
|
};
|
|
|
|
// 修改 ImageLoader 组件的 props 接口
|
|
interface ImageLoaderProps {
|
|
src?: string;
|
|
alt: string;
|
|
className?: string;
|
|
containerClassName?: string; // 新增容器类名属性
|
|
}
|
|
|
|
// 修改 ImageLoader 组件
|
|
export const ImageLoader = ({ src, alt, className = '', containerClassName = '' }: ImageLoaderProps) => {
|
|
const [status, setStatus] = useState<LoaderStatus>({
|
|
isLoading: true,
|
|
hasError: false,
|
|
timeoutError: false,
|
|
animationPhase: 'assembling'
|
|
});
|
|
const [showImage, setShowImage] = useState(false);
|
|
const timeoutRef = useRef<NodeJS.Timeout>();
|
|
const loadingRef = useRef(false);
|
|
const imageRef = useRef<HTMLImageElement | null>(null);
|
|
const [currentParticles, setCurrentParticles] = useState<Particle[]>([]);
|
|
|
|
// 动画循环
|
|
const startAnimationCycle = useCallback(async () => {
|
|
while (true) {
|
|
// 1. 粒子组合成图像
|
|
setStatus(prev => ({ ...prev, animationPhase: 'assembling' }));
|
|
setShowImage(false);
|
|
await new Promise(resolve => setTimeout(resolve, 2500));
|
|
|
|
// 2. 显示实际图片
|
|
setShowImage(true);
|
|
await new Promise(resolve => setTimeout(resolve, 3000));
|
|
|
|
// 3. 隐藏图片,显示粒子
|
|
setShowImage(false);
|
|
setStatus(prev => ({ ...prev, animationPhase: 'dissolving' }));
|
|
await new Promise(resolve => setTimeout(resolve, 3000));
|
|
|
|
// 4. 粒子过渡状态
|
|
setStatus(prev => ({ ...prev, animationPhase: 'transitioning' }));
|
|
await new Promise(resolve => setTimeout(resolve, 1500));
|
|
}
|
|
}, []);
|
|
|
|
// 处理图片预加载
|
|
const preloadImage = useCallback(() => {
|
|
if (!src || loadingRef.current) return;
|
|
|
|
loadingRef.current = true;
|
|
const img = new Image();
|
|
img.crossOrigin = 'anonymous';
|
|
|
|
img.onload = () => {
|
|
imageRef.current = img;
|
|
setStatus(prev => ({
|
|
...prev,
|
|
isLoading: false,
|
|
hasError: false,
|
|
timeoutError: false
|
|
}));
|
|
startAnimationCycle();
|
|
};
|
|
|
|
img.onerror = () => {
|
|
setStatus(prev => ({
|
|
...prev,
|
|
isLoading: false,
|
|
hasError: true,
|
|
timeoutError: false
|
|
}));
|
|
};
|
|
|
|
img.src = src;
|
|
}, [src, startAnimationCycle]);
|
|
|
|
useEffect(() => {
|
|
preloadImage();
|
|
return () => {
|
|
loadingRef.current = false;
|
|
};
|
|
}, [preloadImage]);
|
|
|
|
return (
|
|
<div className={`relative shrink-0 overflow-hidden ${containerClassName}`}>
|
|
<div className={`absolute inset-0 ${BG_CONFIG.className} rounded-lg overflow-hidden`}>
|
|
<ParticleImage
|
|
src={src}
|
|
status={status}
|
|
onParticlesCreated={setCurrentParticles}
|
|
onAnimationPhaseChange={(phase) => {
|
|
setStatus(prev => ({ ...prev, animationPhase: phase }));
|
|
}}
|
|
/>
|
|
</div>
|
|
{!status.hasError && !status.timeoutError && imageRef.current && (
|
|
<div className="absolute inset-0 rounded-lg overflow-hidden">
|
|
<img
|
|
src={imageRef.current.src}
|
|
alt={alt}
|
|
className={`
|
|
w-full h-full object-cover
|
|
transition-opacity duration-1000
|
|
${className}
|
|
${showImage ? 'opacity-100' : 'opacity-0'}
|
|
`}
|
|
style={{
|
|
visibility: showImage ? 'visible' : 'hidden',
|
|
objectFit: 'cover',
|
|
objectPosition: 'center'
|
|
}}
|
|
/>
|
|
</div>
|
|
)}
|
|
</div>
|
|
);
|
|
}; |