๐Ÿ“ฆ aquaticcalf / non-euclidean-museum

๐Ÿ“„ non-euclidean-museum.tsx ยท 383 lines
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383"use client"

import { useEffect, useRef, useState } from "react"
import * as THREE from "three"
import { createMuseumLayout } from "@/lib/museum-generator"
import { createHolographicMaterial, createNeonMaterial, updateShaderUniforms } from "@/lib/shaders"
import { setupDesktopControls, setupMobileControls } from "@/lib/controls"
import { createExhibits } from "@/lib/exhibits"
import { createPuzzles } from "@/lib/puzzles"
import { setupPostProcessing } from "@/lib/post-processing"
import CyberpunkHUD from "@/components/ui/cyberpunk-hud"
import InteractionPrompt from "@/components/ui/interaction-prompt"
import DataTerminal from "@/components/ui/data-terminal"

export default function NonEuclideanMuseum() {
  const containerRef = useRef<HTMLDivElement>(null)
  const isMobileRef = useRef(false)
  const [scanMode, setScanMode] = useState(false)
  const [showInteractionPrompt, setShowInteractionPrompt] = useState(false)
  const [currentInteraction, setCurrentInteraction] = useState({
    action: "Hack Terminal",
    key: "E",
    description: "Access museum data network",
  })
  const [showTerminal, setShowTerminal] = useState(false)
  const [terminalData, setTerminalData] = useState({
    title: "VRTX NEURAL INTERFACE",
    content: [
      "Initializing non-Euclidean data stream...",
      "Connecting to VRTX neural network...",
      "Access granted to museum subsystems.",
      "WARNING: Spatial anomalies detected in sector 7.",
      "Reality distortion factor: 87.3%",
      "Use caution when traversing non-Euclidean spaces.",
      "Memory corruption detected in local cache.",
      "Running diagnostics...",
      "Neural sync established. Proceed with caution.",
    ],
    accessLevel: "VISITOR",
  })
  const [notifications, setNotifications] = useState<
    Array<{
      id: string
      message: string
      type: "warning" | "info" | "error" | "success"
    }>
  >([])

  // Add notification function
  const addNotification = (message: string, type: "warning" | "info" | "error" | "success" = "info") => {
    const id = Date.now().toString()
    setNotifications((prev) => [...prev, { id, message, type }])

    // Remove notification after 5 seconds
    setTimeout(() => {
      setNotifications((prev) => prev.filter((notification) => notification.id !== id))
    }, 5000)
  }

  useEffect(() => {
    if (!containerRef.current) return

    // Show welcome notification after a short delay
    setTimeout(() => {
      addNotification("Neural link established. Welcome to the Non-Euclidean Museum.", "info")
    }, 1500)

    // Check if mobile
    isMobileRef.current = /Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)

    // Initialize ThreeJS
    const scene = new THREE.Scene()
    scene.background = new THREE.Color(0x05070d)
    scene.fog = new THREE.FogExp2(0x080a1f, 0.03)

    const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000)
    camera.position.set(0, 1.6, 0) // Set camera at eye level

    const renderer = new THREE.WebGLRenderer({
      antialias: true,
      alpha: true,
      powerPreference: "high-performance",
    })
    renderer.setSize(window.innerWidth, window.innerHeight)
    renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
    renderer.shadowMap.enabled = true
    renderer.shadowMap.type = THREE.PCFSoftShadowMap
    renderer.outputEncoding = THREE.sRGBEncoding
    containerRef.current.appendChild(renderer.domElement)

    // Setup post-processing
    const composer = setupPostProcessing(renderer, scene, camera)

    // Add lighting
    const ambientLight = new THREE.AmbientLight(0x101820, 0.5)
    scene.add(ambientLight)

    // Add multiple point lights with different colors for cyberpunk feel
    const createPointLight = (x: number, y: number, z: number, color: number, intensity: number, distance: number) => {
      const light = new THREE.PointLight(color, intensity, distance)
      light.position.set(x, y, z)
      light.castShadow = true
      light.shadow.bias = -0.001
      light.shadow.mapSize.width = 1024
      light.shadow.mapSize.height = 1024
      scene.add(light)

      // Add small glowing sphere at light position
      const lightSphere = new THREE.Mesh(new THREE.SphereGeometry(0.1, 16, 16), new THREE.MeshBasicMaterial({ color }))
      lightSphere.position.copy(light.position)
      scene.add(lightSphere)

      return light
    }

    // Add cyberpunk colored lights
    createPointLight(5, 2, 5, 0x00ffff, 1, 10) // Cyan
    createPointLight(-5, 3, -5, 0xff00ff, 1, 10) // Magenta
    createPointLight(10, 2, -3, 0xffff00, 0.7, 15) // Yellow
    createPointLight(-10, 4, 8, 0x00ff99, 0.8, 12) // Green

    // Add subtle directional light
    const directionalLight = new THREE.DirectionalLight(0xffffff, 0.3)
    directionalLight.position.set(1, 10, 1)
    directionalLight.castShadow = true
    directionalLight.shadow.mapSize.width = 2048
    directionalLight.shadow.mapSize.height = 2048
    directionalLight.shadow.camera.far = 50
    directionalLight.shadow.camera.left = -20
    directionalLight.shadow.camera.right = 20
    directionalLight.shadow.camera.top = 20
    directionalLight.shadow.camera.bottom = -20
    scene.add(directionalLight)

    // Create museum layout
    const museumLayout = createMuseumLayout(7) // More rooms for cyberpunk feel
    scene.add(museumLayout)

    // Add exhibits
    const exhibits = createExhibits()
    scene.add(exhibits)

    // Add puzzles
    const puzzles = createPuzzles()
    scene.add(puzzles)

    // Add neon lights around the environment
    const addNeonTube = (startPoint: THREE.Vector3, endPoint: THREE.Vector3, color: THREE.Color, thickness = 0.05) => {
      const direction = new THREE.Vector3().subVectors(endPoint, startPoint)
      const length = direction.length()
      direction.normalize()

      const tubeMaterial = createNeonMaterial(color)
      const tube = new THREE.Mesh(new THREE.CylinderGeometry(thickness, thickness, length, 8), tubeMaterial)

      // Position and rotate the tube
      tube.position.copy(startPoint)
      tube.position.add(direction.clone().multiplyScalar(length / 2))

      // Align the tube with the direction
      const axis = new THREE.Vector3(0, 1, 0)
      tube.quaternion.setFromUnitVectors(axis, direction)

      scene.add(tube)
      return tube
    }

    // Add neon tubes along the walls and ceiling
    const neonPositions = [
      {
        start: new THREE.Vector3(-10, 2.5, -10),
        end: new THREE.Vector3(10, 2.5, -10),
        color: new THREE.Color(0xff00ff),
      },
      { start: new THREE.Vector3(10, 2.5, -10), end: new THREE.Vector3(10, 2.5, 10), color: new THREE.Color(0x00ffff) },
      { start: new THREE.Vector3(10, 2.5, 10), end: new THREE.Vector3(-10, 2.5, 10), color: new THREE.Color(0xff00ff) },
      {
        start: new THREE.Vector3(-10, 2.5, 10),
        end: new THREE.Vector3(-10, 2.5, -10),
        color: new THREE.Color(0x00ffff),
      },
      { start: new THREE.Vector3(0, 0.2, -8), end: new THREE.Vector3(0, 0.2, 8), color: new THREE.Color(0xff5500) },
    ]

    neonPositions.forEach((pos) => {
      addNeonTube(pos.start, pos.end, pos.color)
    })

    // Add holographic projections
    const addHologram = (position: THREE.Vector3, size = 1, color: THREE.Color = new THREE.Color(0x00ffff)) => {
      const hologramMaterial = createHolographicMaterial(color)
      const hologram = new THREE.Mesh(
        new THREE.CylinderGeometry(size / 2, size / 2, size * 1.5, 16, 1, true),
        hologramMaterial,
      )
      hologram.position.copy(position)
      scene.add(hologram)

      // Add base for hologram
      const baseMaterial = createNeonMaterial(color)
      const base = new THREE.Mesh(new THREE.CylinderGeometry(size / 2 + 0.1, size / 2 + 0.2, 0.1, 16), baseMaterial)
      base.position.set(position.x, position.y - size * 0.75, position.z)
      scene.add(base)

      return { hologram, base }
    }

    // Add holograms to the scene
    const hologramPositions = [
      { position: new THREE.Vector3(3, 1, 3), size: 0.8, color: new THREE.Color(0x00ffff) },
      { position: new THREE.Vector3(-3, 1, -3), size: 0.6, color: new THREE.Color(0xff00ff) },
      { position: new THREE.Vector3(5, 1, -5), size: 1, color: new THREE.Color(0x00ff99) },
    ]

    hologramPositions.forEach((pos) => {
      addHologram(pos.position, pos.size, pos.color)
    })

    // Setup controls based on device
    let controls
    if (isMobileRef.current) {
      controls = setupMobileControls(camera, renderer.domElement)
    } else {
      controls = setupDesktopControls(camera, renderer.domElement)
    }

    // Handle window resize
    const handleResize = () => {
      camera.aspect = window.innerWidth / window.innerHeight
      camera.updateProjectionMatrix()
      renderer.setSize(window.innerWidth, window.innerHeight)
      composer.setSize(window.innerWidth, window.innerHeight)
    }
    window.addEventListener("resize", handleResize)

    // Set up interaction/proximity detection
    const raycaster = new THREE.Raycaster()
    const checkInteractions = () => {
      // Check for interactive objects near the camera
      raycaster.set(camera.position, new THREE.Vector3(0, 0, -1).applyQuaternion(camera.quaternion))
      const intersects = raycaster.intersectObjects(scene.children, true)

      // Show interaction prompt if we're close to an interactive object
      if (intersects.length > 0 && intersects[0].distance < 3) {
        // Check what kind of object we're interacting with
        const interactiveObj = intersects[0].object

        if (interactiveObj.name === "terminal" || interactiveObj.name.includes("data")) {
          setCurrentInteraction({
            action: "Access Terminal",
            key: "E",
            description: "Connect to neural interface",
          })
          setShowInteractionPrompt(true)

          // Handle interaction (E key press)
          const handleKeyPress = (e: KeyboardEvent) => {
            if (e.key.toLowerCase() === "e") {
              setShowTerminal(true)
              addNotification("Neural interface connection established", "success")
            }
          }
          window.addEventListener("keydown", handleKeyPress)
          return () => window.removeEventListener("keydown", handleKeyPress)
        } else if (interactiveObj.name.includes("hologram") || interactiveObj.name.includes("exhibit")) {
          setCurrentInteraction({
            action: "Examine",
            key: "E",
            description: "Analyze non-Euclidean data structure",
          })
          setShowInteractionPrompt(true)
        } else if (interactiveObj.name.includes("puzzle")) {
          setCurrentInteraction({
            action: "Solve Puzzle",
            key: "E",
            description: "Attempt to realign spatial dimensions",
          })
          setShowInteractionPrompt(true)
        } else {
          setShowInteractionPrompt(false)
        }
      } else {
        setShowInteractionPrompt(false)
      }
    }

    // Animation loop
    const clock = new THREE.Clock()
    const animate = () => {
      const delta = clock.getDelta()
      const elapsedTime = clock.getElapsedTime()

      // Update controls
      if (controls.update) {
        controls.update(delta)
      }

      // Update shader uniforms
      updateShaderUniforms(scene, elapsedTime)

      // Check for interactions
      checkInteractions()

      // Update post-processing
      if (composer.updatePostProcessing) {
        composer.updatePostProcessing(elapsedTime)
      }

      // Render scene with post-processing
      composer.render()

      requestAnimationFrame(animate)
    }
    animate()

    // Cleanup
    return () => {
      window.removeEventListener("resize", handleResize)
      if (containerRef.current) {
        containerRef.current.removeChild(renderer.domElement)
      }
      renderer.dispose()
    }
  }, [])

  // Toggle scan mode
  const toggleScanMode = () => {
    setScanMode(!scanMode)
    if (!scanMode) {
      addNotification("Neural scan mode activated. Analyzing spatial anomalies...", "info")
    } else {
      addNotification("Neural scan mode deactivated", "info")
    }
  }

  return (
    <div className="relative w-full h-full">
      <div ref={containerRef} className="w-full h-full" />

      {/* Cyberpunk HUD */}
      <CyberpunkHUD
        health={92}
        objective="Navigate the non-Euclidean museum and discover its secrets. Use neural scanning to detect spatial anomalies."
        location="Sector 7 - Reality Distortion Zone"
        scanMode={scanMode}
        toggleScanMode={toggleScanMode}
        notifications={notifications}
      />

      {/* Interaction Prompt */}
      <InteractionPrompt
        isVisible={showInteractionPrompt}
        action={currentInteraction.action}
        keyPrompt={currentInteraction.key}
        description={currentInteraction.description}
        onInteract={() => setShowTerminal(true)}
      />

      {/* Data Terminal */}
      <DataTerminal isOpen={showTerminal} onClose={() => setShowTerminal(false)} terminalData={terminalData} />

      {/* Screen vignette overlay */}
      <div className="pointer-events-none fixed inset-0 bg-gradient-radial from-transparent to-black/40 mix-blend-overlay" />

      {/* Subtle scan lines */}
      <div className="pointer-events-none fixed inset-0 bg-scanlines opacity-5" />

      {/* Custom CSS */}
      <style jsx global>{`
        .bg-scanlines {
          background-image: linear-gradient(0deg, rgba(0, 0, 0, 0.1) 25%, transparent 25%, transparent 50%, rgba(0, 0, 0, 0.1) 50%, rgba(0, 0, 0, 0.1) 75%, transparent 75%, transparent);
          background-size: 4px 4px;
        }
        
        .bg-gradient-radial {
          background: radial-gradient(circle, transparent 0%, rgba(0, 0, 0, 0.4) 100%);
        }
      `}</style>
    </div>
  )
}