GridScan

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Animated grid room 3D scan effect and cool interactions.

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react-bitscomponent

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GridScan/GridScan.jsx
import { useEffect, useRef, useState } from 'react';
import { EffectComposer, RenderPass, EffectPass, BloomEffect, ChromaticAberrationEffect } from 'postprocessing';
import * as THREE from 'three';
import * as faceapi from 'face-api.js';

const vert = `
varying vec2 vUv;
void main(){
  vUv = uv;
  gl_Position = vec4(position.xy, 0.0, 1.0);
}
`;

const frag = `
precision highp float;
uniform vec3 iResolution;
uniform float iTime;
uniform vec2 uSkew;
uniform float uTilt;
uniform float uYaw;
uniform float uLineThickness;
uniform vec3 uLinesColor;
uniform vec3 uScanColor;
uniform float uGridScale;
uniform float uLineStyle;
uniform float uLineJitter;
uniform float uScanOpacity;
uniform float uScanDirection;
uniform float uNoise;
uniform float uBloomOpacity;
uniform float uScanGlow;
uniform float uScanSoftness;
uniform float uPhaseTaper;
uniform float uScanDuration;
uniform float uScanDelay;
varying vec2 vUv;

uniform float uScanStarts[8];
uniform float uScanCount;

const int MAX_SCANS = 8;

float smoother01(float a, float b, float x){
  float t = clamp((x - a) / max(1e-5, (b - a)), 0.0, 1.0);
  return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}

void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
    vec2 p = (2.0 * fragCoord - iResolution.xy) / iResolution.y;

    vec3 ro = vec3(0.0);
    vec3 rd = normalize(vec3(p, 2.0));

    float cR = cos(uTilt), sR = sin(uTilt);
    rd.xy = mat2(cR, -sR, sR, cR) * rd.xy;

    float cY = cos(uYaw), sY = sin(uYaw);
    rd.xz = mat2(cY, -sY, sY, cY) * rd.xz;

    vec2 skew = clamp(uSkew, vec2(-0.7), vec2(0.7));
    rd.xy += skew * rd.z;

    vec3 color = vec3(0.0);
  float minT = 1e20;
  float gridScale = max(1e-5, uGridScale);
    float fadeStrength = 2.0;
    vec2 gridUV = vec2(0.0);

  float hitIsY = 1.0;
    for (int i = 0; i < 4; i++)
    {
        float isY = float(i < 2);
        float pos = mix(-0.2, 0.2, float(i)) * isY + mix(-0.5, 0.5, float(i - 2)) * (1.0 - isY);
        float num = pos - (isY * ro.y + (1.0 - isY) * ro.x);
        float den = isY * rd.y + (1.0 - isY) * rd.x;
        float t = num / den;
        vec3 h = ro + rd * t;

        float depthBoost = smoothstep(0.0, 3.0, h.z);
        h.xy += skew * 0.15 * depthBoost;

    bool use = t > 0.0 && t < minT;
    gridUV = use ? mix(h.zy, h.xz, isY) / gridScale : gridUV;
    minT = use ? t : minT;
    hitIsY = use ? isY : hitIsY;
    }

    vec3 hit = ro + rd * minT;
    float dist = length(hit - ro);

  float jitterAmt = clamp(uLineJitter, 0.0, 1.0);
  if (jitterAmt > 0.0) {
    vec2 j = vec2(
      sin(gridUV.y * 2.7 + iTime * 1.8),
      cos(gridUV.x * 2.3 - iTime * 1.6)
    ) * (0.15 * jitterAmt);
    gridUV += j;
  }
  float fx = fract(gridUV.x);
  float fy = fract(gridUV.y);
  float ax = min(fx, 1.0 - fx);
  float ay = min(fy, 1.0 - fy);
  float wx = fwidth(gridUV.x);
  float wy = fwidth(gridUV.y);
  float halfPx = max(0.0, uLineThickness) * 0.5;

  float tx = halfPx * wx;
  float ty = halfPx * wy;

  float aax = wx;
  float aay = wy;

  float lineX = 1.0 - smoothstep(tx, tx + aax, ax);
  float lineY = 1.0 - smoothstep(ty, ty + aay, ay);
  if (uLineStyle > 0.5) {
    float dashRepeat = 4.0;
    float dashDuty = 0.5;
    float vy = fract(gridUV.y * dashRepeat);
    float vx = fract(gridUV.x * dashRepeat);
    float dashMaskY = step(vy, dashDuty);
    float dashMaskX = step(vx, dashDuty);
    if (uLineStyle < 1.5) {
      lineX *= dashMaskY;
      lineY *= dashMaskX;
    } else {
      float dotRepeat = 6.0;
      float dotWidth = 0.18;
      float cy = abs(fract(gridUV.y * dotRepeat) - 0.5);
      float cx = abs(fract(gridUV.x * dotRepeat) - 0.5);
      float dotMaskY = 1.0 - smoothstep(dotWidth, dotWidth + fwidth(gridUV.y * dotRepeat), cy);
      float dotMaskX = 1.0 - smoothstep(dotWidth, dotWidth + fwidth(gridUV.x * dotRepeat), cx);
      lineX *= dotMaskY;
      lineY *= dotMaskX;
    }
  }
  float primaryMask = max(lineX, lineY);

  vec2 gridUV2 = (hitIsY > 0.5 ? hit.xz : hit.zy) / gridScale;
  if (jitterAmt > 0.0) {
    vec2 j2 = vec2(
      cos(gridUV2.y * 2.1 - iTime * 1.4),
      sin(gridUV2.x * 2.5 + iTime * 1.7)
    ) * (0.15 * jitterAmt);
    gridUV2 += j2;
  }
  float fx2 = fract(gridUV2.x);
  float fy2 = fract(gridUV2.y);
  float ax2 = min(fx2, 1.0 - fx2);
  float ay2 = min(fy2, 1.0 - fy2);
  float wx2 = fwidth(gridUV2.x);
  float wy2 = fwidth(gridUV2.y);
  float tx2 = halfPx * wx2;
  float ty2 = halfPx * wy2;
  float aax2 = wx2;
  float aay2 = wy2;
  float lineX2 = 1.0 - smoothstep(tx2, tx2 + aax2, ax2);
  float lineY2 = 1.0 - smoothstep(ty2, ty2 + aay2, ay2);
  if (uLineStyle > 0.5) {
    float dashRepeat2 = 4.0;
    float dashDuty2 = 0.5;
    float vy2m = fract(gridUV2.y * dashRepeat2);
    float vx2m = fract(gridUV2.x * dashRepeat2);
    float dashMaskY2 = step(vy2m, dashDuty2);
    float dashMaskX2 = step(vx2m, dashDuty2);
    if (uLineStyle < 1.5) {
      lineX2 *= dashMaskY2;
      lineY2 *= dashMaskX2;
    } else {
      float dotRepeat2 = 6.0;
      float dotWidth2 = 0.18;
      float cy2 = abs(fract(gridUV2.y * dotRepeat2) - 0.5);
      float cx2 = abs(fract(gridUV2.x * dotRepeat2) - 0.5);
      float dotMaskY2 = 1.0 - smoothstep(dotWidth2, dotWidth2 + fwidth(gridUV2.y * dotRepeat2), cy2);
      float dotMaskX2 = 1.0 - smoothstep(dotWidth2, dotWidth2 + fwidth(gridUV2.x * dotRepeat2), cx2);
      lineX2 *= dotMaskY2;
      lineY2 *= dotMaskX2;
    }
  }
    float altMask = max(lineX2, lineY2);

    float edgeDistX = min(abs(hit.x - (-0.5)), abs(hit.x - 0.5));
    float edgeDistY = min(abs(hit.y - (-0.2)), abs(hit.y - 0.2));
    float edgeDist = mix(edgeDistY, edgeDistX, hitIsY);
    float edgeGate = 1.0 - smoothstep(gridScale * 0.5, gridScale * 2.0, edgeDist);
    altMask *= edgeGate;

  float lineMask = max(primaryMask, altMask);

    float fade = exp(-dist * fadeStrength);

    float dur = max(0.05, uScanDuration);
    float del = max(0.0, uScanDelay);
    float scanZMax = 2.0;
    float widthScale = max(0.1, uScanGlow);
    float sigma = max(0.001, 0.18 * widthScale * uScanSoftness);
    float sigmaA = sigma * 2.0;

    float combinedPulse = 0.0;
    float combinedAura = 0.0;

    float cycle = dur + del;
    float tCycle = mod(iTime, cycle);
    float scanPhase = clamp((tCycle - del) / dur, 0.0, 1.0);
    float phase = scanPhase;
    if (uScanDirection > 0.5 && uScanDirection < 1.5) {
      phase = 1.0 - phase;
    } else if (uScanDirection > 1.5) {
      float t2 = mod(max(0.0, iTime - del), 2.0 * dur);
      phase = (t2 < dur) ? (t2 / dur) : (1.0 - (t2 - dur) / dur);
    }
    float scanZ = phase * scanZMax;
    float dz = abs(hit.z - scanZ);
    float lineBand = exp(-0.5 * (dz * dz) / (sigma * sigma));
    float taper = clamp(uPhaseTaper, 0.0, 0.49);
    float headW = taper;
    float tailW = taper;
    float headFade = smoother01(0.0, headW, phase);
    float tailFade = 1.0 - smoother01(1.0 - tailW, 1.0, phase);
    float phaseWindow = headFade * tailFade;
    float pulseBase = lineBand * phaseWindow;
    combinedPulse += pulseBase * clamp(uScanOpacity, 0.0, 1.0);
    float auraBand = exp(-0.5 * (dz * dz) / (sigmaA * sigmaA));
    combinedAura += (auraBand * 0.25) * phaseWindow * clamp(uScanOpacity, 0.0, 1.0);

    for (int i = 0; i < MAX_SCANS; i++) {
      if (float(i) >= uScanCount) break;
      float tActiveI = iTime - uScanStarts[i];
      float phaseI = clamp(tActiveI / dur, 0.0, 1.0);
      if (uScanDirection > 0.5 && uScanDirection < 1.5) {
        phaseI = 1.0 - phaseI;
      } else if (uScanDirection > 1.5) {
        phaseI = (phaseI < 0.5) ? (phaseI * 2.0) : (1.0 - (phaseI - 0.5) * 2.0);
      }
      float scanZI = phaseI * scanZMax;
      float dzI = abs(hit.z - scanZI);
      float lineBandI = exp(-0.5 * (dzI * dzI) / (sigma * sigma));
      float headFadeI = smoother01(0.0, headW, phaseI);
      float tailFadeI = 1.0 - smoother01(1.0 - tailW, 1.0, phaseI);
      float phaseWindowI = headFadeI * tailFadeI;
      combinedPulse += lineBandI * phaseWindowI * clamp(uScanOpacity, 0.0, 1.0);
      float auraBandI = exp(-0.5 * (dzI * dzI) / (sigmaA * sigmaA));
      combinedAura += (auraBandI * 0.25) * phaseWindowI * clamp(uScanOpacity, 0.0, 1.0);
    }

  float lineVis = lineMask;
  vec3 gridCol = uLinesColor * lineVis * fade;
  vec3 scanCol = uScanColor * combinedPulse;
  vec3 scanAura = uScanColor * combinedAura;

    color = gridCol + scanCol + scanAura;

  float n = fract(sin(dot(gl_FragCoord.xy + vec2(iTime * 123.4), vec2(12.9898,78.233))) * 43758.5453123);
  color += (n - 0.5) * uNoise;
  color = clamp(color, 0.0, 1.0);
  float alpha = clamp(max(lineVis, combinedPulse), 0.0, 1.0);
  float gx = 1.0 - smoothstep(tx * 2.0, tx * 2.0 + aax * 2.0, ax);
  float gy = 1.0 - smoothstep(ty * 2.0, ty * 2.0 + aay * 2.0, ay);
  float halo = max(gx, gy) * fade;
  alpha = max(alpha, halo * clamp(uBloomOpacity, 0.0, 1.0));
  fragColor = vec4(color, alpha);
}

void main(){
  vec4 c;
  mainImage(c, vUv * iResolution.xy);
  gl_FragColor = c;
}
`;

export const GridScan = ({
  enableWebcam = false,
  showPreview = false,
  modelsPath = 'https://cdn.jsdelivr.net/gh/justadudewhohacks/face-api.js@0.22.2/weights',
  sensitivity = 0.55,
  lineThickness = 1,
  linesColor = '#392e4e',
  scanColor = '#FF9FFC',
  scanOpacity = 0.4,
  gridScale = 0.1,
  lineStyle = 'solid',
  lineJitter = 0.1,
  scanDirection = 'pingpong',
  enablePost = true,
  bloomIntensity = 0,
  bloomThreshold = 0,
  bloomSmoothing = 0,
  chromaticAberration = 0.002,
  noiseIntensity = 0.01,
  scanGlow = 0.5,
  scanSoftness = 2,
  scanPhaseTaper = 0.9,
  scanDuration = 2.0,
  scanDelay = 2.0,
  enableGyro = false,
  scanOnClick = false,
  snapBackDelay = 250,
  className,
  style
}) => {
  const containerRef = useRef(null);
  const videoRef = useRef(null);

  const rendererRef = useRef(null);
  const materialRef = useRef(null);
  const composerRef = useRef(null);
  const bloomRef = useRef(null);
  const chromaRef = useRef(null);
  const rafRef = useRef(null);

  const [modelsReady, setModelsReady] = useState(false);
  const [uiFaceActive, setUiFaceActive] = useState(false);

  const lookTarget = useRef(new THREE.Vector2(0, 0));
  const tiltTarget = useRef(0);
  const yawTarget = useRef(0);

  const lookCurrent = useRef(new THREE.Vector2(0, 0));
  const lookVel = useRef(new THREE.Vector2(0, 0));
  const tiltCurrent = useRef(0);
  const tiltVel = useRef(0);
  const yawCurrent = useRef(0);
  const yawVel = useRef(0);

  const MAX_SCANS = 8;
  const scanStartsRef = useRef([]);

  const pushScan = t => {
    const arr = scanStartsRef.current.slice();
    if (arr.length >= MAX_SCANS) arr.shift();
    arr.push(t);
    scanStartsRef.current = arr;
    if (materialRef.current) {
      const u = materialRef.current.uniforms;
      const buf = new Array(MAX_SCANS).fill(0);
      for (let i = 0; i < arr.length && i < MAX_SCANS; i++) buf[i] = arr[i];
      u.uScanStarts.value = buf;
      u.uScanCount.value = arr.length;
    }
  };

  const bufX = useRef([]);
  const bufY = useRef([]);
  const bufT = useRef([]);
  const bufYaw = useRef([]);

  const s = THREE.MathUtils.clamp(sensitivity, 0, 1);
  const skewScale = THREE.MathUtils.lerp(0.06, 0.2, s);
  const tiltScale = THREE.MathUtils.lerp(0.12, 0.3, s);
  const yawScale = THREE.MathUtils.lerp(0.1, 0.28, s);
  const depthResponse = THREE.MathUtils.lerp(0.25, 0.45, s);
  const smoothTime = THREE.MathUtils.lerp(0.45, 0.12, s);
  const maxSpeed = Infinity;

  const yBoost = THREE.MathUtils.lerp(1.2, 1.6, s);

  useEffect(() => {
    const el = containerRef.current;
    if (!el) return;
    let leaveTimer = null;
    const onMove = e => {
      if (uiFaceActive) return;
      if (leaveTimer) {
        clearTimeout(leaveTimer);
        leaveTimer = null;
      }
      const rect = el.getBoundingClientRect();
      const nx = ((e.clientX - rect.left) / rect.width) * 2 - 1;
      const ny = -(((e.clientY - rect.top) / rect.height) * 2 - 1);
      lookTarget.current.set(nx, ny);
    };
    const onClick = async () => {
      const nowSec = performance.now() / 1000;
      if (scanOnClick) pushScan(nowSec);
      if (
        enableGyro &&
        typeof window !== 'undefined' &&
        window.DeviceOrientationEvent &&
        DeviceOrientationEvent.requestPermission
      ) {
        try {
          await DeviceOrientationEvent.requestPermission();
        } catch {
          // noop
        }
      }
    };
    const onEnter = () => {
      if (leaveTimer) {
        clearTimeout(leaveTimer);
        leaveTimer = null;
      }
    };
    const onLeave = () => {
      if (uiFaceActive) return;
      if (leaveTimer) clearTimeout(leaveTimer);
      leaveTimer = window.setTimeout(
        () => {
          lookTarget.current.set(0, 0);
          tiltTarget.current = 0;
          yawTarget.current = 0;
        },
        Math.max(0, snapBackDelay || 0)
      );
    };
    el.addEventListener('mousemove', onMove);
    el.addEventListener('mouseenter', onEnter);
    if (scanOnClick) el.addEventListener('click', onClick);
    el.addEventListener('mouseleave', onLeave);
    return () => {
      el.removeEventListener('mousemove', onMove);
      el.removeEventListener('mouseenter', onEnter);
      el.removeEventListener('mouseleave', onLeave);
      if (scanOnClick) el.removeEventListener('click', onClick);
      if (leaveTimer) clearTimeout(leaveTimer);
    };
  }, [uiFaceActive, snapBackDelay, scanOnClick, enableGyro]);

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

    const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
    rendererRef.current = renderer;
    renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2));
    renderer.setSize(container.clientWidth, container.clientHeight);
    renderer.outputColorSpace = THREE.SRGBColorSpace;
    renderer.toneMapping = THREE.NoToneMapping;
    renderer.autoClear = false;
    renderer.setClearColor(0x000000, 0);
    container.appendChild(renderer.domElement);

    const uniforms = {
      iResolution: {
        value: new THREE.Vector3(container.clientWidth, container.clientHeight, renderer.getPixelRatio())
      },
      iTime: { value: 0 },
      uSkew: { value: new THREE.Vector2(0, 0) },
      uTilt: { value: 0 },
      uYaw: { value: 0 },
      uLineThickness: { value: lineThickness },
      uLinesColor: { value: srgbColor(linesColor) },
      uScanColor: { value: srgbColor(scanColor) },
      uGridScale: { value: gridScale },
      uLineStyle: { value: lineStyle === 'dashed' ? 1 : lineStyle === 'dotted' ? 2 : 0 },
      uLineJitter: { value: Math.max(0, Math.min(1, lineJitter || 0)) },
      uScanOpacity: { value: scanOpacity },
      uNoise: { value: noiseIntensity },
      uBloomOpacity: { value: bloomIntensity },
      uScanGlow: { value: scanGlow },
      uScanSoftness: { value: scanSoftness },
      uPhaseTaper: { value: scanPhaseTaper },
      uScanDuration: { value: scanDuration },
      uScanDelay: { value: scanDelay },
      uScanDirection: { value: scanDirection === 'backward' ? 1 : scanDirection === 'pingpong' ? 2 : 0 },
      uScanStarts: { value: new Array(MAX_SCANS).fill(0) },
      uScanCount: { value: 0 }
    };

    const material = new THREE.ShaderMaterial({
      uniforms,
      vertexShader: vert,
      fragmentShader: frag,
      transparent: true,
      depthWrite: false,
      depthTest: false
    });
    materialRef.current = material;

    const scene = new THREE.Scene();
    const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
    const quad = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), material);
    scene.add(quad);

    let composer = null;
    if (enablePost) {
      composer = new EffectComposer(renderer);
      composerRef.current = composer;
      const renderPass = new RenderPass(scene, camera);
      composer.addPass(renderPass);

      const bloom = new BloomEffect({
        intensity: 1.0,
        luminanceThreshold: bloomThreshold,
        luminanceSmoothing: bloomSmoothing
      });
      bloom.blendMode.opacity.value = Math.max(0, bloomIntensity);
      bloomRef.current = bloom;

      const chroma = new ChromaticAberrationEffect({
        offset: new THREE.Vector2(chromaticAberration, chromaticAberration),
        radialModulation: true,
        modulationOffset: 0.0
      });
      chromaRef.current = chroma;

      const effectPass = new EffectPass(camera, bloom, chroma);
      effectPass.renderToScreen = true;
      composer.addPass(effectPass);
    }

    const onResize = () => {
      renderer.setSize(container.clientWidth, container.clientHeight);
      material.uniforms.iResolution.value.set(container.clientWidth, container.clientHeight, renderer.getPixelRatio());
      if (composerRef.current) composerRef.current.setSize(container.clientWidth, container.clientHeight);
    };
    window.addEventListener('resize', onResize);

    let last = performance.now();
    const tick = () => {
      const now = performance.now();
      const dt = Math.max(0, Math.min(0.1, (now - last) / 1000));
      last = now;

      lookCurrent.current.copy(
        smoothDampVec2(lookCurrent.current, lookTarget.current, lookVel.current, smoothTime, maxSpeed, dt)
      );

      const tiltSm = smoothDampFloat(
        tiltCurrent.current,
        tiltTarget.current,
        { v: tiltVel.current },
        smoothTime,
        maxSpeed,
        dt
      );
      tiltCurrent.current = tiltSm.value;
      tiltVel.current = tiltSm.v;

      const yawSm = smoothDampFloat(
        yawCurrent.current,
        yawTarget.current,
        { v: yawVel.current },
        smoothTime,
        maxSpeed,
        dt
      );
      yawCurrent.current = yawSm.value;
      yawVel.current = yawSm.v;

      const skew = new THREE.Vector2(lookCurrent.current.x * skewScale, -lookCurrent.current.y * yBoost * skewScale);
      material.uniforms.uSkew.value.set(skew.x, skew.y);
      material.uniforms.uTilt.value = tiltCurrent.current * tiltScale;
      material.uniforms.uYaw.value = THREE.MathUtils.clamp(yawCurrent.current * yawScale, -0.6, 0.6);

      material.uniforms.iTime.value = now / 1000;
      renderer.clear(true, true, true);
      if (composerRef.current) {
        composerRef.current.render(dt);
      } else {
        renderer.render(scene, camera);
      }
      rafRef.current = requestAnimationFrame(tick);
    };
    rafRef.current = requestAnimationFrame(tick);

    return () => {
      if (rafRef.current) cancelAnimationFrame(rafRef.current);
      window.removeEventListener('resize', onResize);
      material.dispose();
      quad.geometry.dispose();

      if (composerRef.current) {
        composerRef.current.dispose();
        composerRef.current = null;
      }
      renderer.dispose();
      container.removeChild(renderer.domElement);
    };
  }, [
    sensitivity,
    lineThickness,
    linesColor,
    scanColor,
    scanOpacity,
    gridScale,
    lineStyle,
    lineJitter,
    scanDirection,
    enablePost,
    noiseIntensity,
    bloomIntensity,
    scanGlow,
    scanSoftness,
    scanPhaseTaper,
    scanDuration,
    scanDelay,
    bloomThreshold,
    bloomSmoothing,
    chromaticAberration,
    smoothTime,
    maxSpeed,
    skewScale,
    yBoost,
    tiltScale,
    yawScale
  ]);

  useEffect(() => {
    const m = materialRef.current;
    if (m) {
      const u = m.uniforms;
      u.uLineThickness.value = lineThickness;
      u.uLinesColor.value.copy(srgbColor(linesColor));
      u.uScanColor.value.copy(srgbColor(scanColor));
      u.uGridScale.value = gridScale;
      u.uLineStyle.value = lineStyle === 'dashed' ? 1 : lineStyle === 'dotted' ? 2 : 0;
      u.uLineJitter.value = Math.max(0, Math.min(1, lineJitter || 0));
      u.uBloomOpacity.value = Math.max(0, bloomIntensity);
      u.uNoise.value = Math.max(0, noiseIntensity);
      u.uScanGlow.value = scanGlow;
      u.uScanOpacity.value = Math.max(0, Math.min(1, scanOpacity));
      u.uScanDirection.value = scanDirection === 'backward' ? 1 : scanDirection === 'pingpong' ? 2 : 0;
      u.uScanSoftness.value = scanSoftness;
      u.uPhaseTaper.value = scanPhaseTaper;
      u.uScanDuration.value = Math.max(0.05, scanDuration);
      u.uScanDelay.value = Math.max(0.0, scanDelay);
    }
    if (bloomRef.current) {
      bloomRef.current.blendMode.opacity.value = Math.max(0, bloomIntensity);
      bloomRef.current.luminanceMaterial.threshold = bloomThreshold;
      bloomRef.current.luminanceMaterial.smoothing = bloomSmoothing;
    }
    if (chromaRef.current) {
      chromaRef.current.offset.set(chromaticAberration, chromaticAberration);
    }
  }, [
    lineThickness,
    linesColor,
    scanColor,
    gridScale,
    lineStyle,
    lineJitter,
    bloomIntensity,
    bloomThreshold,
    bloomSmoothing,
    chromaticAberration,
    noiseIntensity,
    scanGlow,
    scanOpacity,
    scanDirection,
    scanSoftness,
    scanPhaseTaper,
    scanDuration,
    scanDelay
  ]);

  useEffect(() => {
    if (!enableGyro) return;
    const handler = e => {
      if (uiFaceActive) return;
      const gamma = e.gamma ?? 0;
      const beta = e.beta ?? 0;
      const nx = THREE.MathUtils.clamp(gamma / 45, -1, 1);
      const ny = THREE.MathUtils.clamp(-beta / 30, -1, 1);
      lookTarget.current.set(nx, ny);
      tiltTarget.current = THREE.MathUtils.degToRad(gamma) * 0.4;
    };
    window.addEventListener('deviceorientation', handler);
    return () => {
      window.removeEventListener('deviceorientation', handler);
    };
  }, [enableGyro, uiFaceActive]);

  useEffect(() => {
    let canceled = false;
    const load = async () => {
      try {
        await Promise.all([
          faceapi.nets.tinyFaceDetector.loadFromUri(modelsPath),
          faceapi.nets.faceLandmark68TinyNet.loadFromUri(modelsPath)
        ]);
        if (!canceled) setModelsReady(true);
      } catch {
        if (!canceled) setModelsReady(false);
      }
    };
    load();
    return () => {
      canceled = true;
    };
  }, [modelsPath]);

  useEffect(() => {
    let stop = false;
    let lastDetect = 0;
    const video = videoRef.current;

    const start = async () => {
      if (!enableWebcam || !modelsReady) return;
      if (!video) return;

      try {
        const stream = await navigator.mediaDevices.getUserMedia({
          video: { facingMode: 'user', width: { ideal: 1280 }, height: { ideal: 720 } },
          audio: false
        });
        video.srcObject = stream;
        await video.play();
      } catch {
        return;
      }

      const opts = new faceapi.TinyFaceDetectorOptions({ inputSize: 320, scoreThreshold: 0.5 });

      const detect = async ts => {
        if (stop) return;

        if (ts - lastDetect >= 33) {
          lastDetect = ts;
          try {
            const res = await faceapi.detectSingleFace(video, opts).withFaceLandmarks(true);
            if (res && res.detection) {
              const det = res.detection;
              const box = det.box;
              const vw = video.videoWidth || 1;
              const vh = video.videoHeight || 1;

              const cx = box.x + box.width * 0.5;
              const cy = box.y + box.height * 0.5;
              const nx = (cx / vw) * 2 - 1;
              const ny = (cy / vh) * 2 - 1;
              medianPush(bufX.current, nx, 5);
              medianPush(bufY.current, ny, 5);
              const nxm = median(bufX.current);
              const nym = median(bufY.current);

              const look = new THREE.Vector2(Math.tanh(nxm), Math.tanh(nym));

              const faceSize = Math.min(1, Math.hypot(box.width / vw, box.height / vh));
              const depthScale = 1 + depthResponse * (faceSize - 0.25);
              lookTarget.current.copy(look.multiplyScalar(depthScale));

              const leftEye = res.landmarks.getLeftEye();
              const rightEye = res.landmarks.getRightEye();
              const lc = centroid(leftEye);
              const rc = centroid(rightEye);
              const tilt = Math.atan2(rc.y - lc.y, rc.x - lc.x);
              medianPush(bufT.current, tilt, 5);
              tiltTarget.current = median(bufT.current);

              const nose = res.landmarks.getNose();
              const tip = nose[nose.length - 1] || nose[Math.floor(nose.length / 2)];
              const jaw = res.landmarks.getJawOutline();
              const leftCheek = jaw[3] || jaw[2];
              const rightCheek = jaw[13] || jaw[14];
              const dL = dist2(tip, leftCheek);
              const dR = dist2(tip, rightCheek);
              const eyeDist = Math.hypot(rc.x - lc.x, rc.y - lc.y) + 1e-6;
              let yawSignal = THREE.MathUtils.clamp((dR - dL) / (eyeDist * 1.6), -1, 1);
              yawSignal = Math.tanh(yawSignal);
              medianPush(bufYaw.current, yawSignal, 5);
              yawTarget.current = median(bufYaw.current);

              setUiFaceActive(true);
            } else {
              setUiFaceActive(false);
            }
          } catch {
            setUiFaceActive(false);
          }
        }

        if ('requestVideoFrameCallback' in HTMLVideoElement.prototype) {
          video.requestVideoFrameCallback(() => detect(performance.now()));
        } else {
          requestAnimationFrame(detect);
        }
      };

      requestAnimationFrame(detect);
    };

    start();

    return () => {
      stop = true;
      if (video) {
        const stream = video.srcObject;
        if (stream) stream.getTracks().forEach(t => t.stop());
        video.pause();
        video.srcObject = null;
      }
    };
  }, [enableWebcam, modelsReady, depthResponse]);

  return (
    <div ref={containerRef} className={`relative w-full h-full overflow-hidden ${className ?? ''}`} style={style}>
      {showPreview && (
        <div className="absolute right-3 bottom-3 w-[220px] h-[132px] rounded-lg overflow-hidden border border-white/25 shadow-[0_4px_16px_rgba(0,0,0,0.4)] bg-black text-white text-[12px] leading-[1.2] font-sans pointer-events-none">
          <video ref={videoRef} muted playsInline autoPlay className="w-full h-full object-cover -scale-x-100" />
          <div className="absolute left-2 top-2 px-[6px] py-[2px] bg-black/50 rounded-[6px] backdrop-blur-[4px]">
            {enableWebcam
              ? modelsReady
                ? uiFaceActive
                  ? 'Face: tracking'
                  : 'Face: searching'
                : 'Loading models'
              : 'Webcam disabled'}
          </div>
        </div>
      )}
    </div>
  );
};

function srgbColor(hex) {
  const c = new THREE.Color(hex);
  return c.convertSRGBToLinear();
}

function smoothDampVec2(current, target, currentVelocity, smoothTime, maxSpeed, deltaTime) {
  const out = current.clone();
  smoothTime = Math.max(0.0001, smoothTime);
  const omega = 2 / smoothTime;
  const x = omega * deltaTime;
  const exp = 1 / (1 + x + 0.48 * x * x + 0.235 * x * x * x);

  let change = current.clone().sub(target);
  const originalTo = target.clone();

  const maxChange = maxSpeed * smoothTime;
  if (change.length() > maxChange) change.setLength(maxChange);

  target = current.clone().sub(change);
  const temp = currentVelocity.clone().addScaledVector(change, omega).multiplyScalar(deltaTime);
  currentVelocity.sub(temp.clone().multiplyScalar(omega));
  currentVelocity.multiplyScalar(exp);

  out.copy(target.clone().add(change.add(temp).multiplyScalar(exp)));

  const origMinusCurrent = originalTo.clone().sub(current);
  const outMinusOrig = out.clone().sub(originalTo);
  if (origMinusCurrent.dot(outMinusOrig) > 0) {
    out.copy(originalTo);
    currentVelocity.set(0, 0);
  }
  return out;
}

function smoothDampFloat(current, target, velRef, smoothTime, maxSpeed, deltaTime) {
  smoothTime = Math.max(0.0001, smoothTime);
  const omega = 2 / smoothTime;
  const x = omega * deltaTime;
  const exp = 1 / (1 + x + 0.48 * x * x + 0.235 * x * x * x);

  let change = current - target;
  const originalTo = target;

  const maxChange = maxSpeed * smoothTime;
  change = Math.sign(change) * Math.min(Math.abs(change), maxChange);

  target = current - change;
  const temp = (velRef.v + omega * change) * deltaTime;
  velRef.v = (velRef.v - omega * temp) * exp;

  let out = target + (change + temp) * exp;

  const origMinusCurrent = originalTo - current;
  const outMinusOrig = out - originalTo;
  if (origMinusCurrent * outMinusOrig > 0) {
    out = originalTo;
    velRef.v = 0;
  }
  return { value: out, v: velRef.v };
}

function medianPush(buf, v, maxLen) {
  buf.push(v);
  if (buf.length > maxLen) buf.shift();
}

function median(buf) {
  if (buf.length === 0) return 0;
  const a = [...buf].sort((x, y) => x - y);
  const mid = Math.floor(a.length / 2);
  return a.length % 2 ? a[mid] : (a[mid - 1] + a[mid]) * 0.5;
}

function centroid(points) {
  let x = 0,
    y = 0;
  const n = points.length || 1;
  for (const p of points) {
    x += p.x;
    y += p.y;
  }
  return { x: x / n, y: y / n };
}

function dist2(a, b) {
  return Math.hypot(a.x - b.x, a.y - b.y);
}

Installation

npx shadcn@latest add @react-bits/GridScan-JS-TW

Usage

import { GridScanJSTW } from "@/components/GridScan-JS-TW"
<GridScanJSTW />