'use client'; import { Component, useEffect, useMemo, useRef, useState, type ReactNode } from 'react'; import { Canvas, useFrame, useThree } from '@react-three/fiber'; import * as THREE from 'three'; import { usePrefersReducedMotion } from '@/lib/motion'; // VISUAL CONCEPT: "Las Tres Líneas" — the brand symbol tells the story. // 1. Caos: three golden bars drift tangled, each on its own frequencies. // 2. Claridad: they settle into the "≡" of cre≡er — level, exact, still. // 3. Dirección: together they tilt ~9° and stagger into a staircase. // 4. Crecimiento: each line extends forward (the top one the most) with a // rising golden glow. The scene then rests, barely alive: a slow camera // drift and an almost imperceptible emissive pulse. No loops, no resets. const DORADO = new THREE.Color('#C4942E'); const suave = (t: number) => 1 - Math.pow(1 - t, 3); const tramo = (t: number, desde: number, dura: number) => Math.min(1, Math.max(0, (t - desde) / dura)); // Phase timings (seconds), verbatim from the approved preview. const CAOS_DURA = 3.0; const CLARIDAD = { desde: 3.0, dura: 2.2 }; const DIRECCION = { desde: 5.2, dura: 2.0 }; const CRECIMIENTO = { desde: 7.2, dura: 2.4 }; // ── Las Tres Líneas ───────────────────────────────────────────────────────── function TresLineas({ estatico }: { estatico: boolean }) { const time = useRef(estatico ? 10 : 0); const m1 = useRef(null); const m2 = useRef(null); const m3 = useRef(null); const meshes = [m1, m2, m3]; // Decoupled drift frequencies per bar, so the chaos never syncs. const deriva = useMemo( () => [ { fx: 1.1, fy: 0.9, fz: 0.7, rx: 0.8, ry: 1.1 }, { fx: 1.47, fy: 1.4, fz: 1.4, rx: 1.1, ry: 0.9 }, { fx: 1.84, fy: 1.9, fz: 0.7, rx: 1.4, ry: 0.7 }, ], [], ); const geometria = useMemo(() => new THREE.BoxGeometry(2.3, 0.3, 0.3), []); const materiales = useMemo( () => [0, 1, 2].map( () => new THREE.MeshStandardMaterial({ color: DORADO, metalness: 0.8, roughness: 0.25, emissive: DORADO, emissiveIntensity: 0, }), ), [], ); // Final poses: the "≡" (identity rotation) and the tilted staircase. const qSimbolo = useMemo(() => new THREE.Quaternion().identity(), []); const qEscalera = useMemo( () => new THREE.Quaternion().setFromEuler(new THREE.Euler(0, 0, -0.16)), [], ); useFrame((_, delta) => { if (!estatico) time.current += delta; const t = time.current; const claridad = suave(tramo(t, CLARIDAD.desde, CLARIDAD.dura)); const direccion = suave(tramo(t, DIRECCION.desde, DIRECCION.dura)); const crecimiento = suave(tramo(t, CRECIMIENTO.desde, CRECIMIENTO.dura)); // "Reposo vivo": a slow emissive breathing once the story is told. const pulso = Math.sin(t * 0.8) * 0.03 * crecimiento; meshes.forEach((ref, i) => { const mesh = ref.current; if (!mesh) return; const d = deriva[i]; // Caos: free drift around the frame. const posCaos = new THREE.Vector3( Math.sin(t * d.fx + i * 2.1) * 1.6, Math.cos(t * d.fy + i) * 1.1 + 0.7, Math.sin(t * d.fz + i * 3) * 0.9, ); const rotCaos = new THREE.Quaternion().setFromEuler( new THREE.Euler(t * d.rx, t * (d.ry - i * 0.2), t * 0.5), ); // Claridad: the "≡" of the wordmark. const posSimbolo = new THREE.Vector3(0, 0.7 - i * 0.7, 0); // Dirección: the ascending staircase. const posEscalera = new THREE.Vector3(i * 1.15 - 1.15, 0.35 + i * 0.8, 0); mesh.position.copy( posCaos.lerp(posSimbolo, claridad).lerp(posEscalera, direccion), ); mesh.quaternion.slerpQuaternions(rotCaos, qSimbolo, claridad); mesh.quaternion.slerp(qEscalera, direccion); // Crecimiento: each line extends, the top one the most. mesh.scale.set( 1 + direccion * 0.1 + crecimiento * (0.35 + i * 0.35), 1, 1, ); materiales[i].emissiveIntensity = crecimiento * (0.1 + i * 0.06) + pulso; }); }); return ( {meshes.map((ref, i) => ( ))} ); } // ── Cámara — frontal, with the preview's gentle drift ─────────────────────── const CAMARA: [number, number, number] = [0, 0.9, 8]; const MIRA: [number, number, number] = [0, 0.7, 0]; function Camara({ estatico }: { estatico: boolean }) { const { camera, invalidate } = useThree(); const time = useRef(estatico ? 10 : 0); useEffect(() => { camera.position.set(...CAMARA); camera.lookAt(...MIRA); invalidate(); }, [camera, invalidate]); useFrame((_, delta) => { if (estatico) return; time.current += delta; camera.position.set( CAMARA[0] + Math.sin(time.current * 0.25) * 0.5, CAMARA[1], CAMARA[2], ); camera.lookAt(...MIRA); }); return null; } // ── Iluminación — the three lights of the approved preview ────────────────── function Luces() { return ( <> ); } // ── WebGL Guard ───────────────────────────────────────────────────────────── class SiHayWebGL extends Component<{ children: ReactNode }, { falla: boolean }> { state = { falla: false }; static getDerivedStateFromError() { return { falla: true }; } render() { return this.state.falla ? null : this.props.children; } } // ── El Componente ─────────────────────────────────────────────────────────── export function EscenaClaridad({ className = '' }: { className?: string }) { const reducido = usePrefersReducedMotion(); const contenedor = useRef(null); const [enVista, setEnVista] = useState(true); useEffect(() => { const el = contenedor.current; if (!el || typeof IntersectionObserver === 'undefined') return; const obs = new IntersectionObserver(([entrada]) => setEnVista(entrada.isIntersecting)); obs.observe(el); return () => obs.disconnect(); }, []); const animando = enVista && !reducido; return ( ); }