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@mikebuss
Created June 8, 2025 00:48
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Calibration Visual for Blog
'use client'
import React, { useRef, useEffect, useState } from 'react'
import { Canvas, useFrame } from '@react-three/fiber'
import { OrbitControls } from '@react-three/drei'
import * as THREE from 'three'
function randomPointInUnitSphere(): THREE.Vector3 {
const u = Math.random()
const v = Math.random()
const theta = 2 * Math.PI * u
const phi = Math.acos(2 * v - 1)
const r = Math.cbrt(Math.random())
return new THREE.Vector3(
r * Math.sin(phi) * Math.cos(theta),
r * Math.sin(phi) * Math.sin(theta),
r * Math.cos(phi)
)
}
interface SphereBoundsProps {
centerRef: React.MutableRefObject<THREE.Vector3[]>
scaleRef: React.MutableRefObject<THREE.Vector3[]>
index: number
radius: number
color: string
calibrated: boolean
}
const centerYPoint = 0.4;
function SphereBounds({ centerRef, scaleRef, index, radius, color, calibrated }: SphereBoundsProps) {
const meshRef = useRef<THREE.Mesh>(null!)
useFrame(() => {
// If calibrated, force-snap to (0, centerYPoint, 0) so the circle is visually centered
meshRef.current.position.copy(
calibrated ? new THREE.Vector3(0, centerYPoint, 0) : centerRef.current[index]
)
meshRef.current.scale.copy(scaleRef.current[index])
})
return (
<mesh ref={meshRef}>
<sphereGeometry args={[radius, 32, 32]} />
<meshBasicMaterial
color={color}
wireframe
transparent
opacity={calibrated ? 0.02 : 0.1}
depthWrite={false}
/>
</mesh>
)
}
interface ParticlesProps {
count: number
clusterCentersRef: React.MutableRefObject<THREE.Vector3[]>
clusterScalesRef: React.MutableRefObject<THREE.Vector3[]>
initialCentersRef: React.MutableRefObject<THREE.Vector3[]>
initialScalesRef: React.MutableRefObject<THREE.Vector3[]>
calibrated: boolean
radius: number
moveSpeed: number
calibrateSpeed: number
}
function Particles({
count,
clusterCentersRef,
clusterScalesRef,
initialCentersRef,
initialScalesRef,
calibrated,
radius,
moveSpeed,
calibrateSpeed,
}: ParticlesProps) {
const positionArray = useRef<Float32Array>(new Float32Array(count * 3))
const colorArray = useRef<Float32Array>(new Float32Array(count * 3))
const velocities = useRef<THREE.Vector3[]>(
Array.from({ length: count }, () =>
new THREE.Vector3(
(Math.random() - 0.5) * moveSpeed,
(Math.random() - 0.5) * moveSpeed,
(Math.random() - 0.5) * moveSpeed
)
)
)
const geomRef = useRef<THREE.BufferGeometry>(null!)
useEffect(() => {
const centers = clusterCentersRef.current
const scales = clusterScalesRef.current
for (let i = 0; i < count; i++) {
const cluster = i % 3
const p = randomPointInUnitSphere()
.multiply(scales[cluster])
.multiplyScalar(radius)
.add(centers[cluster])
positionArray.current[i * 3] = p.x
positionArray.current[i * 3 + 1] = p.y
positionArray.current[i * 3 + 2] = p.z
const base = i * 3
if (cluster === 0) {
colorArray.current[base] = 1
colorArray.current[base + 1] = 0
colorArray.current[base + 2] = 0
} else if (cluster === 1) {
colorArray.current[base] = 0
colorArray.current[base + 1] = 1
colorArray.current[base + 2] = 0
} else {
colorArray.current[base] = 0
colorArray.current[base + 1] = 0
colorArray.current[base + 2] = 1
}
}
if (geomRef.current) {
geomRef.current.setAttribute('position', new THREE.BufferAttribute(positionArray.current, 3))
geomRef.current.setAttribute('color', new THREE.BufferAttribute(colorArray.current, 3))
}
}, [count, radius, clusterCentersRef, clusterScalesRef])
// Center for calibrated state is (0, centerYPoint, 0) to match SphereBounds
const calibratedCenter = useRef<THREE.Vector3>(new THREE.Vector3(0, centerYPoint, 0))
const unitScale = useRef<THREE.Vector3>(new THREE.Vector3(1, 1, 1))
useFrame(() => {
const geometry = geomRef.current
if (!geometry || !geometry.attributes.position) return
const centers = clusterCentersRef.current
const scales = clusterScalesRef.current
const initialCenters = initialCentersRef.current
const initialScales = initialScalesRef.current
for (let c = 0; c < 3; c++) {
const targetCenter = calibrated ? calibratedCenter.current : initialCenters[c]
centers[c].lerp(targetCenter, calibrateSpeed)
// Snap once very close
if (calibrated && centers[c].distanceToSquared(calibratedCenter.current) < 1e-6) {
centers[c].copy(calibratedCenter.current)
}
const targetScale = calibrated ? unitScale.current : initialScales[c]
scales[c].lerp(targetScale, calibrateSpeed)
}
for (let i = 0; i < count; i++) {
const idx = i * 3
const cluster = i % 3
const center = centers[cluster]
const scaleVec = scales[cluster]
positionArray.current[idx] += velocities.current[i].x
positionArray.current[idx + 1] += velocities.current[i].y
positionArray.current[idx + 2] += velocities.current[i].z
const dx = positionArray.current[idx] - center.x
const dy = positionArray.current[idx + 1] - center.y
const dz = positionArray.current[idx + 2] - center.z
const a = scaleVec.x * radius
const b = scaleVec.y * radius
const c = scaleVec.z * radius
const ellDistSq = dx * dx / (a * a) + dy * dy / (b * b) + dz * dz / (c * c)
if (ellDistSq > 1) {
const factor = 0.999 / Math.sqrt(ellDistSq)
const newX = center.x + dx * factor
const newY = center.y + dy * factor
const newZ = center.z + dz * factor
positionArray.current[idx] = newX
positionArray.current[idx + 1] = newY
positionArray.current[idx + 2] = newZ
const normal = new THREE.Vector3(dx / (a * a), dy / (b * b), dz / (c * c)).normalize()
velocities.current[i].reflect(normal)
}
}
geometry.attributes.position.needsUpdate = true
})
return (
<points>
<bufferGeometry ref={geomRef} />
<pointsMaterial vertexColors size={0.05} sizeAttenuation />
</points>
)
}
interface CalibrationParticlesProps {
particleCount?: number
offset?: number
radius?: number
moveSpeed?: number
calibrateSpeed?: number
className?: string
hideControls?: boolean
}
export default function CalibrationParticles({
particleCount = 300,
offset = 0.9,
radius = 1,
moveSpeed = 0.035,
calibrateSpeed = 0.1,
className = 'w-full h-[300px] relative',
hideControls = false,
}: CalibrationParticlesProps) {
const [calibrated, setCalibrated] = useState(false)
useEffect(() => {
if (hideControls) {
const id = setInterval(() => setCalibrated(prev => !prev), 4000)
return () => clearInterval(id)
}
}, [hideControls])
const initialCentersRef = useRef<THREE.Vector3[]>([
new THREE.Vector3(-offset, 0, 0),
new THREE.Vector3(offset, 0, 0),
new THREE.Vector3(0, offset, 0),
])
const initialScalesRef = useRef<THREE.Vector3[]>([
new THREE.Vector3(1.3, 0.8, 1),
new THREE.Vector3(0.8, 1.3, 1),
new THREE.Vector3(1, 0.8, 1.3),
])
const clusterCentersRef = useRef<THREE.Vector3[]>(
initialCentersRef.current.map(v => v.clone())
)
const clusterScalesRef = useRef<THREE.Vector3[]>(
initialScalesRef.current.map(v => v.clone())
)
return (
<div className={className}>
<Canvas
camera={{ position: [0, 0, 4], fov: 60 }}
className="w-full h-full"
>
<ambientLight intensity={0.5} />
<Particles
count={particleCount}
clusterCentersRef={clusterCentersRef}
clusterScalesRef={clusterScalesRef}
initialCentersRef={initialCentersRef}
initialScalesRef={initialScalesRef}
calibrated={calibrated}
radius={radius}
moveSpeed={moveSpeed}
calibrateSpeed={calibrateSpeed}
/>
<SphereBounds
centerRef={clusterCentersRef}
scaleRef={clusterScalesRef}
index={0}
radius={radius}
color="#ff0000"
calibrated={calibrated}
/>
<SphereBounds
centerRef={clusterCentersRef}
scaleRef={clusterScalesRef}
index={1}
radius={radius}
color="#00ff00"
calibrated={calibrated}
/>
<SphereBounds
centerRef={clusterCentersRef}
scaleRef={clusterScalesRef}
index={2}
radius={radius}
color="#0000ff"
calibrated={calibrated}
/>
<OrbitControls
enableDamping
minDistance={3}
maxDistance={6}
maxPolarAngle={Math.PI * 0.6}
/>
</Canvas>
{!hideControls && (
<button
style={{
position: 'absolute',
bottom: 20,
left: '50%',
transform: 'translateX(-50%)',
padding: '8px 16px',
background: '#111',
color: '#fff',
border: 'none',
borderRadius: 4,
cursor: 'pointer',
}}
onClick={() => setCalibrated(!calibrated)}
>
{calibrated ? 'Reset' : 'Calibrate'}
</button>
)}
{hideControls && <div className="-mt-6" />}
</div>
)
}
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