Files
klz-cables.com/components/search/AIOrb.tsx
Marc Mintel 4dcdb717f0
Some checks failed
Build & Deploy / 🔍 Prepare (push) Successful in 6s
Build & Deploy / 🧪 QA (push) Successful in 1m0s
Build & Deploy / 🚀 Deploy (push) Has been cancelled
Build & Deploy / 🧪 Post-Deploy Verification (push) Has been cancelled
Build & Deploy / 🔔 Notify (push) Has been cancelled
Build & Deploy / 🏗️ Build (push) Has been cancelled
feat(ai-search): optimize dev server, add qdrant boot sync, fix orb overflow
2026-03-06 22:35:48 +01:00

372 lines
12 KiB
TypeScript

'use client';
import React, { useRef, useEffect, useCallback } from 'react';
interface AIOrbProps {
isThinking: boolean;
hasError?: boolean;
}
function lerp(a: number, b: number, t: number) {
return a + (b - a) * t;
}
// Simple noise function for organic movement
function noise(x: number, y: number, t: number): number {
return (
Math.sin(x * 1.3 + t * 0.7) * Math.cos(y * 0.9 + t * 0.5) * 0.5 +
Math.sin(x * 2.7 + y * 1.1 + t * 1.3) * 0.25 +
Math.cos(x * 0.8 - y * 2.3 + t * 0.9) * 0.25
);
}
// ── Particle ───────────────────────────────────────────────────
interface Particle {
// Sphere position (target shape)
theta: number;
phi: number;
// Current position
x: number;
y: number;
z: number;
// Velocity
vx: number;
vy: number;
vz: number;
// Properties
size: number;
baseSize: number;
hue: number; // 0=blue, 1=green
brightness: number;
phase: number;
orbitSpeed: number;
noiseScale: number;
}
function createParticles(count: number): Particle[] {
const particles: Particle[] = [];
for (let i = 0; i < count; i++) {
// Fibonacci sphere distribution for even spacing
const golden = Math.PI * (3 - Math.sqrt(5));
const y = 1 - (i / (count - 1)) * 2;
const radiusAtY = Math.sqrt(1 - y * y);
const theta = golden * i;
const phi = Math.acos(y);
particles.push({
theta,
phi,
x: Math.cos(theta) * radiusAtY,
y,
z: Math.sin(theta) * radiusAtY,
vx: 0,
vy: 0,
vz: 0,
size: 0.4 + Math.random() * 0.8,
baseSize: 0.4 + Math.random() * 0.8,
hue: Math.random() > 0.45 ? 0 : 1,
brightness: 0.5 + Math.random() * 0.5,
phase: Math.random() * Math.PI * 2,
orbitSpeed: (0.1 + Math.random() * 0.4) * (Math.random() > 0.5 ? 1 : -1),
noiseScale: 0.5 + Math.random() * 1.5,
});
}
return particles;
}
export default function AIOrb({ isThinking = false, hasError = false }: AIOrbProps) {
const canvasRef = useRef<HTMLCanvasElement>(null);
const wrapRef = useRef<HTMLDivElement>(null);
const animRef = useRef<number>(0);
const particlesRef = useRef<Particle[]>([]);
const mouse = useRef({ x: 0.5, y: 0.5, hover: false });
const state = useRef({
pulse: 0,
hover: 0,
error: 0,
mouseX: 0.5,
mouseY: 0.5,
rotY: 0,
rotX: 0,
breathe: 0,
scatter: 0,
shake: 0,
});
const onMove = useCallback((e: React.PointerEvent) => {
const r = wrapRef.current?.getBoundingClientRect();
if (!r) return;
mouse.current.x = (e.clientX - r.left) / r.width;
mouse.current.y = (e.clientY - r.top) / r.height;
}, []);
const onEnter = useCallback(() => {
mouse.current.hover = true;
}, []);
const onLeave = useCallback(() => {
mouse.current.hover = false;
mouse.current.x = 0.5;
mouse.current.y = 0.5;
}, []);
const draw = useCallback(
function drawStep() {
const canvas = canvasRef.current;
if (!canvas) return;
const ctx = canvas.getContext('2d');
if (!ctx) return;
const dpr = window.devicePixelRatio || 1;
const rect = canvas.getBoundingClientRect();
const w = rect.width * dpr;
const h = rect.height * dpr;
if (canvas.width !== w || canvas.height !== h) {
canvas.width = w;
canvas.height = h;
}
const cx = w / 2;
const cy = h / 2;
const minDim = Math.min(w, h);
// Reduced further to give maximum breathing room for glow + movement
const sphereR = minDim * 0.16;
const time = performance.now() / 1000;
const s = state.current;
const m = mouse.current;
// ── Interpolate state ──
s.pulse = lerp(s.pulse, isThinking ? 1 : 0, 0.03);
s.hover = lerp(s.hover, m.hover ? 1 : 0, 0.12);
s.error = lerp(s.error, hasError ? 1 : 0, 0.05);
s.mouseX = lerp(s.mouseX, m.x, 0.12);
s.mouseY = lerp(s.mouseY, m.y, 0.12);
s.scatter = lerp(s.scatter, m.hover ? 0.8 : hasError ? 0.5 : 0, 0.06);
s.shake += 0.15 * s.error;
// Global rotation — ALWAYS rotating + ALWAYS facing cursor
s.rotY += lerp(0.008, 0.04, Math.max(s.pulse, s.hover));
const mouseRotY = (s.mouseX - 0.5) * 1.2; // always face cursor
const mouseRotX = (s.mouseY - 0.5) * 0.8;
s.breathe += lerp(1.2, 3.0, s.pulse) / 60;
const breathe = Math.sin(s.breathe) * 0.5 + 0.5;
// ── Clear ──
ctx.clearRect(0, 0, w, h);
// ── Subtle core glow ──
const shakeX = Math.sin(s.shake * 17) * s.error * minDim * 0.02;
const glowCX = cx + shakeX;
const glowCY = cy;
// Clamp glow radius so it never exceeds ~48% of canvas (leaves padding for movement)
const glowR = Math.min(
sphereR * lerp(2.2, 4.0, Math.max(s.pulse, s.hover * 0.8)),
minDim * 0.48,
);
const glowA = lerp(0.1, 0.4, Math.max(s.pulse, s.hover * 0.7, s.error * 0.8));
const glow = ctx.createRadialGradient(glowCX, glowCY, 0, glowCX, glowCY, glowR);
// Glow color: blue normally, red on error
const glowR1 = Math.round(lerp(20, 255, s.error));
const glowG1 = Math.round(lerp(60, 40, s.error));
const glowB1 = Math.round(lerp(255, 40, s.error));
glow.addColorStop(0, `rgba(${glowR1}, ${glowG1}, ${glowB1}, ${glowA * 2})`);
glow.addColorStop(
0.25,
`rgba(${Math.round(lerp(80, 200, s.error))}, ${Math.round(lerp(140, 50, s.error))}, ${Math.round(lerp(255, 50, s.error))}, ${glowA * 1.2})`,
);
glow.addColorStop(0.6, `rgba(${glowR1}, ${glowG1}, ${glowB1}, ${glowA * 0.4})`);
glow.addColorStop(1, `rgba(${glowR1}, ${glowG1}, ${glowB1}, 0)`);
ctx.fillStyle = glow;
ctx.beginPath();
ctx.arc(glowCX, glowCY, glowR, 0, Math.PI * 2);
ctx.fill();
// ── Create particles if empty ──
if (particlesRef.current.length === 0) {
particlesRef.current = createParticles(350);
}
// ── Update & draw particles ──
const cosRY = Math.cos(s.rotY + mouseRotY);
const sinRY = Math.sin(s.rotY + mouseRotY);
const cosRX = Math.cos(mouseRotX);
const sinRX = Math.sin(mouseRotX);
// Sort by z for correct layering
type ParticleWithScreen = { p: Particle; sx: number; sy: number; sz: number; depth: number };
const projected: ParticleWithScreen[] = [];
for (const p of particlesRef.current) {
// Target position: sphere surface + noise displacement
const n = noise(p.theta * p.noiseScale, p.phi * p.noiseScale, time * 0.5 + p.phase);
const displacement = 1 + n * lerp(0.12, 0.3, s.pulse);
// Orbit: rotate theta — always moving, faster idle
const activeTheta = p.theta + time * p.orbitSpeed * lerp(0.35, 0.8, s.pulse);
// Sphere coordinates to cartesian
const sinPhi = Math.sin(p.phi);
const tgtX = Math.cos(activeTheta) * sinPhi * displacement;
// Excitement from hover + pulse + error
const targetExcite = Math.max(s.hover * 0.9, s.pulse, s.error * 0.8);
const tgtY = Math.cos(p.phi) * displacement;
const tgtZ = Math.sin(activeTheta) * sinPhi * displacement;
// Scatter on hover: push particles outward
const scatterMul = 1 + s.scatter * (0.5 + n * 0.5);
// Spring physics toward target
const tx = tgtX * scatterMul;
const ty = tgtY * scatterMul;
const tz = tgtZ * scatterMul;
p.vx += (tx - p.x) * 0.08;
p.vy += (ty - p.y) * 0.08;
p.vz += (tz - p.z) * 0.08;
p.vx *= 0.88;
p.vy *= 0.88;
p.vz *= 0.88;
p.x += p.vx;
p.y += p.vy;
p.z += p.vz;
// 3D rotation (Y then X)
const rx = p.x * cosRY - p.z * sinRY;
const rz = p.x * sinRY + p.z * cosRY;
const ry = p.y * cosRX - rz * sinRX;
const finalZ = p.y * sinRX + rz * cosRX;
// Project to screen
const perspective = 3;
const scale = perspective / (perspective + finalZ);
const sx = cx + rx * sphereR * scale;
const sy = cy + ry * sphereR * scale;
projected.push({ p, sx, sy, sz: finalZ, depth: scale });
}
// Sort back-to-front
projected.sort((a, b) => a.sz - b.sz);
for (const { p, sx, sy, sz, depth } of projected) {
// Depth-based alpha and size
const depthAlpha = 0.25 + (sz + 1) * 0.375; // 0.25 (back) → 1.0 (front)
const twinkle = 0.75 + 0.25 * Math.sin(time * 3.5 + p.phase);
const alpha =
depthAlpha * twinkle * p.brightness * lerp(0.8, 1.3, Math.max(s.pulse, s.hover * 0.8));
const drawSize =
p.baseSize * depth * dpr * lerp(1.0, 2.0, Math.max(s.pulse, s.hover * 0.7));
// Color — shift to red on error
let r: number, g: number, b: number;
if (s.error > 0.1) {
// Error: red family
if (p.hue === 0) {
r = Math.round(lerp(40 + sz * 30, 255, s.error));
g = Math.round(lerp(80 + sz * 40, 40 + sz * 20, s.error));
b = Math.round(lerp(255, 40, s.error));
} else {
r = Math.round(lerp(100 + sz * 30, 230, s.error));
g = Math.round(lerp(220 + sz * 17, 60, s.error));
b = Math.round(lerp(20, 20, s.error));
}
} else if (p.hue === 0) {
r = 60 + Math.round(sz * 40);
g = 100 + Math.round(sz * 50);
b = 255;
} else {
r = 120 + Math.round(sz * 30);
g = 237 + Math.round(sz * 10);
b = 30;
}
// Thinking: shift toward brighter, more saturated
if (s.pulse > 0.1) {
r = Math.round(lerp(r, p.hue === 0 ? 100 : 130, s.pulse * 0.3));
g = Math.round(lerp(g, p.hue === 0 ? 140 : 237, s.pulse * 0.3));
b = Math.round(lerp(b, p.hue === 0 ? 255 : 32, s.pulse * 0.3));
}
// Micro glow — always visible, stronger on front
if (depthAlpha > 0.25) {
const gSize = drawSize * lerp(4, 7, s.hover);
const pg = ctx.createRadialGradient(sx, sy, 0, sx, sy, gSize);
pg.addColorStop(0, `rgba(${r},${g},${b},${alpha * 0.5})`);
pg.addColorStop(1, `rgba(${r},${g},${b},0)`);
ctx.fillStyle = pg;
ctx.beginPath();
ctx.arc(sx, sy, gSize, 0, Math.PI * 2);
ctx.fill();
}
// Core dot — bright
ctx.fillStyle = `rgba(${Math.min(r + 40, 255)},${Math.min(g + 30, 255)},${b},${Math.min(alpha * 1.6, 1)})`;
ctx.beginPath();
ctx.arc(sx, sy, Math.max(drawSize * 0.5, 0.3 * dpr), 0, Math.PI * 2);
ctx.fill();
}
// ── Loading rings (thinking) ──
if (s.pulse > 0.02) {
ctx.save();
ctx.translate(cx, cy);
// Spinning arc
const spinAngle = time * 2;
const arcLen = Math.PI * lerp(0.3, 1.0, (Math.sin(time * 1.5) + 1) / 2);
ctx.rotate(spinAngle);
ctx.strokeStyle = `rgba(130, 237, 32, ${s.pulse * 0.4})`;
ctx.lineWidth = 1.2 * dpr;
ctx.lineCap = 'round';
ctx.beginPath();
ctx.arc(0, 0, sphereR * 1.25, 0, arcLen);
ctx.stroke();
// Counter-spinning arc
ctx.rotate(-spinAngle * 2);
ctx.strokeStyle = `rgba(1, 29, 255, ${s.pulse * 0.3})`;
ctx.lineWidth = 0.8 * dpr;
ctx.beginPath();
ctx.arc(0, 0, sphereR * 1.35, 0, arcLen * 0.6);
ctx.stroke();
ctx.restore();
// Expanding pulse
const pulsePhase = (time * 0.8) % 1;
const pulseR = sphereR * (1 + pulsePhase * 1.5);
const pulseA = s.pulse * (1 - pulsePhase) * 0.15;
ctx.strokeStyle = `rgba(130, 237, 32, ${pulseA})`;
ctx.lineWidth = 1 * dpr;
ctx.beginPath();
ctx.arc(cx, cy, pulseR, 0, Math.PI * 2);
ctx.stroke();
}
animRef.current = requestAnimationFrame(drawStep);
},
[isThinking, hasError],
);
useEffect(() => {
animRef.current = requestAnimationFrame(draw);
return () => cancelAnimationFrame(animRef.current);
}, [draw]);
return (
<div
ref={wrapRef}
className="w-full h-full relative overflow-visible"
onPointerMove={onMove}
onPointerEnter={onEnter}
onPointerLeave={onLeave}
style={{ cursor: 'pointer' }}
>
<canvas ref={canvasRef} className="w-full h-full block" style={{ imageRendering: 'auto' }} />
</div>
);
}