infrastructure/load-balancing-for-inference/components/play3d.tsx (144 lines of code) (raw):

"use client" import { useRef, useState, useEffect } from "react" import { Canvas, useFrame } from "@react-three/fiber" import { BoxGeometry, type Group, MeshBasicMaterial, Vector3 } from "three" function MovingBox({ startPosition, delay = 0 }: { startPosition: [number, number, number], delay?: number }) { const ref = useRef<Group>(null) const [active, setActive] = useState(delay === 0) // Calculate direction vector once const [direction] = useState(() => { // Create normalized direction vector from center to startPosition const dirVector = new Vector3(startPosition[0], startPosition[1], 0).normalize() const speed = 0.04 + Math.random() * 0.03 // Adjusted base speed return [ dirVector.x * speed, dirVector.y * speed, 0.06 + Math.random() * 0.025, // Z movement ] as [number, number, number] }) // Activate the cube after its delay useEffect(() => { if (delay > 0) { const timer = setTimeout(() => { setActive(true) }, delay) return () => clearTimeout(timer) } }, [delay]) // Smooth movement in the animation loop useFrame((state, delta) => { if (!ref.current || !active) return // Cap delta to avoid large jumps on slow frames or tab switching const smoothDelta = Math.min(delta, 0.05) const moveSpeed = 45 // Tweak to taste // Frame-rate–independent movement ref.current.position.x += direction[0] * smoothDelta * moveSpeed ref.current.position.y += direction[1] * smoothDelta * moveSpeed ref.current.position.z += direction[2] * smoothDelta * moveSpeed }) // If not active, render invisible cube to keep consistent instancing if (!active) { return ( <group ref={ref} position={startPosition} visible={false}> <mesh> <boxGeometry args={[0.3, 0.3, 0.3]} /> <meshBasicMaterial color="#FADF6B" /> </mesh> </group> ) } return ( <group ref={ref} position={startPosition}> {/* Main 3D Box */} <mesh> <boxGeometry args={[0.3, 0.3, 1.3]} /> <meshBasicMaterial color="#FADF6B" transparent={true} opacity={0.9} toneMapped={false} /> </mesh> {/* Border Outline */} <lineSegments> <edgesGeometry attach="geometry" args={[new BoxGeometry(0.3, 0.3, 1.3)]} /> <lineBasicMaterial attach="material" color="#e3a507" linewidth={3} /> </lineSegments> </group> ) } export default function Play3D() { const [cubes, setCubes] = useState<Array<{ key: string startPosition: [number, number, number] delay: number }>>([]) const totalCreatedRef = useRef(0) // Function to create a new cube const createNewCube = () => { totalCreatedRef.current += 1 const id = totalCreatedRef.current // Random distribution patterns let angle, dirX, dirY, distance const pattern = id % 4 if (pattern === 0) { // Evenly distributed rays angle = (id % 72) * ((Math.PI * 2) / 72) distance = 0.01 + Math.random() * 0.02 } else if (pattern === 1) { // Randomly distributed angle = Math.random() * Math.PI * 2 distance = 0.01 + Math.random() * 0.03 } else { // Concentrated in quadrants angle = ((Math.floor(id / 10) % 4) * Math.PI) / 2 + Math.random() * (Math.PI / 4) distance = 0.01 + Math.random() * 0.02 } dirX = Math.cos(angle) dirY = Math.sin(angle) return { key: `cube-${id}`, startPosition: [ dirX * distance, dirY * distance, -12 - Math.random() * 4 ] as [number, number, number], delay: Math.random() * 150 } } useEffect(() => { // Set initial cubes const initialCubes = Array(60).fill(0).map(() => createNewCube()) setCubes(initialCubes) // Add new cubes at a slightly lower rate const interval = setInterval(() => { setCubes(prev => { // Create a small batch each time const newCount = 3 + Math.floor(Math.random() * 2) const newCubes = Array(newCount).fill(0).map(() => createNewCube()) const combinedCubes = [...prev, ...newCubes] // Limit total cubes to reduce overhead if (combinedCubes.length > 200) { return combinedCubes.slice(combinedCubes.length - 180) } return combinedCubes }) }, 80) // Spawn cubes every 80ms instead of 50ms return () => clearInterval(interval) }, []) return ( <Canvas camera={{ position: [0, 0, 6], fov: 60 }} frameloop="always" gl={{ antialias: true, powerPreference: "high-performance" }} // Optional: Let ThreeJS adjust detail for performance // performance={{ min: 0.5 }} > <color attach="background" args={["#FFB800"]} /> <ambientLight intensity={1.5} /> <directionalLight position={[3, 3, 5]} intensity={1.5} color="#FFFFFF" /> {cubes.map(({ key, startPosition, delay }) => ( <MovingBox key={key} startPosition={startPosition} delay={delay} /> ))} </Canvas> ) }