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AI 编程(UI)Aceternity UI证据 L1#source-aceternity#prompt-public#not-rerun#license-review

Vortex Background

AU创作者Aceternity UI →

// components/ui/vortex.tsx "use client"; import { cn } from "@/lib/utils"; import React, { useEffect, useRef } from "react"; import { createNoise3D } from "simplex-noise"; import { motion } from "motion/react"; interface VortexProps { children?: any; className?: string; containerClassName?: string; particleCount?: number; rangeY?: number; baseHue?: number; baseSpeed?: number; rangeSpeed?: number; baseRadius?: number; rangeRadius?: number; backgroundColor?: string; } export const Vortex = (props: VortexProps) => { const canvasRef = useRef<HTMLCanvasElement>(null); const containerRef = useRef(null); const animationFrameId = useRef<number>(); const particleCount = props.particleCount || 700; const particlePropCount = 9; const particlePropsLength = particleCount * particlePropCount; const rangeY = props.rangeY || 100; const baseTTL = 50; const rangeTTL = 150; const baseSpeed = props.baseSp…

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Vortex Background

Prompt

// components/ui/vortex.tsx
"use client";
import { cn } from "@/lib/utils";
import React, { useEffect, useRef } from "react";
import { createNoise3D } from "simplex-noise";
import { motion } from "motion/react";

interface VortexProps {
  children?: any;
  className?: string;
  containerClassName?: string;
  particleCount?: number;
  rangeY?: number;
  baseHue?: number;
  baseSpeed?: number;
  rangeSpeed?: number;
  baseRadius?: number;
  rangeRadius?: number;
  backgroundColor?: string;
}

export const Vortex = (props: VortexProps) => {
  const canvasRef = useRef<HTMLCanvasElement>(null);
  const containerRef = useRef(null);
  const animationFrameId = useRef<number>();
  const particleCount = props.particleCount || 700;
  const particlePropCount = 9;
  const particlePropsLength = particleCount * particlePropCount;
  const rangeY = props.rangeY || 100;
  const baseTTL = 50;
  const rangeTTL = 150;
  const baseSpeed = props.baseSpeed || 0.0;
  const rangeSpeed = props.rangeSpeed || 1.5;
  const baseRadius = props.baseRadius || 1;
  const rangeRadius = props.rangeRadius || 2;
  const baseHue = props.baseHue || 220;
  const rangeHue = 100;
  const noiseSteps = 3;
  const xOff = 0.00125;
  const yOff = 0.00125;
  const zOff = 0.0005;
  const backgroundColor = props.backgroundColor || "#000000";
  let tick = 0;
  const noise3D = createNoise3D();
  let particleProps = new Float32Array(particlePropsLength);
  let center: [number, number] = [0, 0];

  const HALF_PI: number = 0.5 * Math.PI;
  const TAU: number = 2 * Math.PI;
  const TO_RAD: number = Math.PI / 180;
  const rand = (n: number): number => n * Math.random();
  const randRange = (n: number): number => n - rand(2 * n);
  const fadeInOut = (t: number, m: number): number => {
    let hm = 0.5 * m;
    return Math.abs(((t + hm) % m) - hm) / hm;
  };
  const lerp = (n1: number, n2: number, speed: number): number =>
    (1 - speed) * n1 + speed * n2;

  const setup = () => {
    const canvas = canvasRef.current;
    const container = containerRef.current;
    if (canvas && container) {
      const ctx = canvas.getContext("2d");

      if (ctx) {
        resize(canvas, ctx);
        initParticles();
        draw(canvas, ctx);
      }
    }
  };

  const initParticles = () => {
    tick = 0;
    // simplex = new SimplexNoise();
    particleProps = new Float32Array(particlePropsLength);

    for (let i = 0; i < particlePropsLength; i += particlePropCount) {
      initParticle(i);
    }
  };

  const initParticle = (i: number) => {
    const canvas = canvasRef.current;
    if (!canvas) return;

    let x, y, vx, vy, life, ttl, speed, radius, hue;

    x = rand(canvas.width);
    y = center[1] + randRange(rangeY);
    vx = 0;
    vy = 0;
    life = 0;
    ttl = baseTTL + rand(rangeTTL);
    speed = baseSpeed + rand(rangeSpeed);
    radius = baseRadius + rand(rangeRadius);
    hue = baseHue + rand(rangeHue);

    particleProps.set([x, y, vx, vy, life, ttl, speed, radius, hue], i);
  };

  const draw = (canvas: HTMLCanvasElement, ctx: CanvasRenderingContext2D) => {
    tick++;

    ctx.clearRect(0, 0, canvas.width, canvas.height);

    ctx.fillStyle = backgroundColor;
    ctx.fillRect(0, 0, canvas.width, canvas.height);

    drawParticles(ctx);
    renderGlow(canvas, ctx);
    renderToScreen(canvas, ctx);

    animationFrameId.current = window.requestAnimationFrame(() =>
      draw(canvas, ctx),
    );
  };

  const drawParticles = (ctx: CanvasRenderingContext2D) => {
    for (let i = 0; i < particlePropsLength; i += particlePropCount) {
      updateParticle(i, ctx);
    }
  };

  const updateParticle = (i: number, ctx: CanvasRenderingContext2D) => {
    const canvas = canvasRef.current;
    if (!canvas) return;

    let i2 = 1 + i,
      i3 = 2 + i,
      i4 = 3 + i,
      i5 = 4 + i,
      i6 = 5 + i,
      i7 = 6 + i,
      i8 = 7 + i,
      i9 = 8 + i;
    let n, x, y, vx, vy, life, ttl, speed, x2, y2, radius, hue;

    x = particleProps[i];
    y = particleProps[i2];
    n = noise3D(x * xOff, y * yOff, tick * zOff) * noiseSteps * TAU;
    vx = lerp(particleProps[i3], Math.cos(n), 0.5);
    vy = lerp(particleProps[i4], Math.sin(n), 0.5);
    life = particleProps[i5];
    ttl = particleProps[i6];
    speed = particleProps[i7];
    x2 = x + vx * speed;
    y2 = y + vy * speed;
    radius = particleProps[i8];
    hue = particleProps[i9];

    drawParticle(x, y, x2, y2, life, ttl, radius, hue, ctx);

    life++;

    particleProps[i] = x2;
    particleProps[i2] = y2;
    particleProps[i3] = vx;
    particleProps[i4] = vy;
    particleProps[i5] = life;

    (checkBounds(x, y, canvas) || life > ttl) && initParticle(i);
  };

  const drawParticle = (
    x: number,
    y: number,
    x2: number,
    y2: number,
    life: number,
    ttl: number,
    radius: number,
    hue: number,
    ctx: CanvasRenderingContext2D,
  ) => {
    ctx.save();
    ctx.lineCap = "round";
    ctx.lineWidth = radius;
    ctx.strokeStyle = `hsla(${hue},100%,60%,${fadeInOut(life, ttl)})`;
    ctx.beginPath();
    ctx.moveTo(x, y);
    ctx.lineTo(x2, y2);
    ctx.stroke();
    ctx.closePath();
    ctx.restore();
  };

  const checkBounds = (x: number, y: number, canvas: HTMLCanvasElement) => {
    return x > canvas.width || x < 0 || y > canvas.height || y < 0;
  };

  const resize = (
    canvas: HTMLCanvasElement,
    ctx?: CanvasRenderingContext2D,
  ) => {
    const { innerWidth, innerHeight } = window;

    canvas.width = innerWidth;
    canvas.height = innerHeight;

    center[0] = 0.5 * canvas.width;
    center[1] = 0.5 * canvas.height;
  };

  const renderGlow = (
    canvas: HTMLCanvasElement,
    ctx: CanvasRenderingContext2D,
  ) => {
    ctx.save();
    ctx.filter = "blur(8px) brightness(200%)";
    ctx.globalCompositeOperation = "lighter";
    ctx.drawImage(canvas, 0, 0);
    ctx.restore();

    ctx.save();
    ctx.filter = "blur(4px) brightness(200%)";
    ctx.globalCompositeOperation = "lighter";
    ctx.drawImage(canvas, 0, 0);
    ctx.restore();
  };

  const renderToScreen = (
    canvas: HTMLCanvasElement,
    ctx: CanvasRenderingContext2D,
  ) => {
    ctx.save();
    ctx.globalCompositeOperation = "lighter";
    ctx.drawImage(canvas, 0, 0);
    ctx.restore();
  };

  const handleResize = () => {
    const canvas = canvasRef.current;
    const ctx = canvas?.getContext("2d");
    if (canvas && ctx) {
      resize(canvas, ctx);
    }
  };

  useEffect(() => {
    setup();
    window.addEventListener("resize", handleResize);

    return () => {
      window.removeEventListener("resize", handleResize);
      if (animationFrameId.current) {
        cancelAnimationFrame(animationFrameId.current);
      }
    };
  }, []);

  return (
    <div className={cn("relative h-full w-full", props.containerClassName)}>
      <motion.div
        initial={{ opacity: 0 }}
        animate={{ opacity: 1 }}
        ref={containerRef}
        className="absolute inset-0 z-0 flex h-full w-full items-center justify-center bg-transparent"
      >
        <canvas ref={canvasRef}></canvas>
      </motion.div>

      <div className={cn("relative z-10", props.className)}>
        {props.children}
      </div>
    </div>
  );
};

复用方法

关键决定

观察最终结果里,页面信息层级、模块顺序和 CTA 是否一口气讲清楚 是否同时成立。

换到你的题材

把“目标结果 → 产品名称、目标用户、页面模块和主按钮 → 约束条件”抽成模板,后续可复用到同类任务。

容易翻车

围绕 模块顺序、价值主张写法与 CTA 位置 做单变量对照,并记录模型、成本和失败结果;重复成立后再沉淀为 Skill。

建议模型

待补充模型
稳定度
成本
中
这条 Case 的经验 Skill 还没有沉淀。去反馈区催更 →
AU

创作者

Aceternity UI

Aceternity UI 长期扎根Aceternity UI,交付可运行的界面,《Parallax Hero Images》配了完整实现思路。

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提示语

Claude Fable 5 和 GPT-5.6 很强🥵🥵🥵 下面是我如何使用 Claude 构建的 👇 提示词:「设计一个机构网站,把服务以 3D 超市商品包装的形式呈现」 使用 Three.js 和 WebGL 在浏览器中实时渲染所有产品 使用 Blender 制作包装模型,然后导出为 GLTF 以加载到 Three.js 中 使用 GSAP 实现流畅的产品旋转和悬停交互 如果你想做一个让客户感觉像是在购买高级商品的作品集,请保存这条 🛒

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// components/ui/3d-pin.tsx "use client"; import React, { useState } from "react"; import { motion } from "motion/react"; import { cn } from "@/lib/utils"; export const PinContainer = ({ children, title, href, className, containerClassName, }: { children: React.ReactNode; title?: string; href?: string; className?: string; containerClassName?: string; }) => { const [transform, setTransform] = useState( "translate(-50%,-50%) rotateX(0deg)" ); const onMouseEnter = () => { setTransform("translate(-50%,-50%) rotateX(40deg) scale(0.8)"); }; const onMouseLeave = () => { setTransform("translate(-50%,-50%) rotateX(0deg) scale(1)"); }; return ( <a className={cn( "relative group/pin z-50 cursor-pointer", containerClassName )} onMouseEnter={onMouseEnter} onMouseLeave={onMouseLeave} href={href || "/"} > <div style={{ perspective: "1000px", transform: "rotateX(70deg) translateZ(0deg)", }} className="…

Skill · 3D / 动效 Hero

提示语

// components/ui/3d-pin.tsx "use client"; import React, { useState } from "react"; import { motion } from "motion/react"; import { cn } from "@/lib/utils"; export const PinContainer = ({ children, title, href, className, containerClassName…

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AI 编程(UI)MotionSitesMotionSites →

3D Collectible Hero

Build a single full-viewport hero section in React + TypeScript + Vite + Tailwind CSS, using `lucide-react` for icons. The component is a character-figurine carousel called "TOONHUB". **Fonts (load in `index.html` head):** ```html <link rel="preconnect" href="https://fonts.googleapis.com" /> <link rel="preconnect" href="https://fonts.gstatic.com" crossorigin /> <link href="https://fonts.googleapis.com/css2?family=Anton&family=Inter:wght@400;500;600;700&display=swap" rel="stylesheet" /> ``` Body font: `'Inter', sans-serif`. Display font (huge ghost text + bottom-right link): `'Anton', sans-serif`. **Image data (4 items, exact URLs and colors):** ```ts const IMAGES = [ { src: 'https://fifth-gentle-45902158.figma.site/_components/v2/4de492f6d9cf8244ad5293233e5c6f52407d42fc/1.02464a56.png', bg: '#F4845F', panel: '#F79B7F' }, { src: 'https://fifth-gentle-45902158.figma.site/_components/v2/4d…

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提示语

Build a single full-viewport hero section in React + TypeScript + Vite + Tailwind CSS, using `lucide-react` for icons. The component is a character-figurine carousel called "TOONHUB". **Fonts (load in `index.html` head):** ```html <link re…

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