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>
)
}