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class CubeWarp {
    constructor() {
        this.scene = new THREE.Scene();
        this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
        this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
        
        this.cubes = [];
        this.mouseX = 0;
        this.mouseY = 0;
        this.targetX = 0;
        this.targetY = 0;
        
        this.init();
        this.animate();
    }

    init() {
        // Setup renderer
        this.renderer.setSize(window.innerWidth, window.innerHeight);
        this.renderer.setClearColor(0x000000, 0);
        document.getElementById('container').appendChild(this.renderer.domElement);

        // Create multiple cubes with different colors and positions
        const colors = [
            0xff6b6b, 0x4ecdc4, 0x45b7d1, 0x96ceb4, 0xffeaa7,
            0xdda0dd, 0x98d8c8, 0xf7dc6f, 0xbb8fce
        ];

        for (let i = 0; i < 15; i++) {
            const geometry = new THREE.BoxGeometry(2, 2, 2);
            const material = new THREE.MeshPhongMaterial({
                color: colors[i % colors.length],
                transparent: true,
                opacity: 0.8,
                shininess: 100
            });

            const cube = new THREE.Mesh(geometry, material);
            
            // Position cubes in a spherical arrangement
            const radius = 8 + Math.random() * 4;
            const theta = Math.random() * Math.PI * 2;
            const phi = Math.acos((Math.random() * 2) - 1);
            
            cube.position.x = radius * Math.sin(phi) * Math.cos(theta);
            cube.position.y = radius * Math.sin(phi) * Math.sin(theta);
            cube.position.z = radius * Math.cos(phi);
            
            cube.userData = {
                originalPosition: cube.position.clone(),
                speed: 0.5 + Math.random() * 1.5,
                rotationSpeed: {
                    x: (Math.random() - 0.5) * 0.02,
                    y: (Math.random() - 0.5) * 0.02,
                    z: (Math.random() - 0.5) * 0.02
                },
                warpFactor: 0
            };

            this.scene.add(cube);
            this.cubes.push(cube);
        }

        // Add lights
        const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
        this.scene.add(ambientLight);

        const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
        directionalLight.position.set(5, 5, 5);
        this.scene.add(directionalLight);

        const pointLight = new THREE.PointLight(0x4ecdc4, 1, 100);
        pointLight.position.set(-5, -5, -5);
        this.scene.add(pointLight);

        // Position camera
        this.camera.position.z = 15;

        // Mouse move event
        document.addEventListener('mousemove', (event) => {
            this.mouseX = (event.clientX / window.innerWidth) * 2 - 1;
            this.mouseY = -(event.clientY / window.innerHeight) * 2 + 1;
        });

        // Window resize
        window.addEventListener('resize', () => {
            this.camera.aspect = window.innerWidth / window.innerHeight;
            this.camera.updateProjectionMatrix();
            this.renderer.setSize(window.innerWidth, window.innerHeight);
        });
    }

    animate() {
        requestAnimationFrame(() => this.animate());

        // Smooth mouse movement
        this.targetX += (this.mouseX - this.targetX) * 0.05;
        this.targetY += (this.mouseY - this.targetY) * 0.05;

        // Update cubes
        this.cubes.forEach((cube, index) => {
            const data = cube.userData;
            
            // Calculate warp effect based on mouse position and cube distance
            const distanceToCenter = cube.position.length();
            const mouseDistance = Math.sqrt(this.targetX * this.targetX + this.targetY * this.targetY);
            
            // Warp factor increases with mouse movement and proximity
            data.warpFactor = Math.min(1, mouseDistance * 2 + (1 - distanceToCenter / 20));
            
            // Rotation
            cube.rotation.x += data.rotationSpeed.x * (1 + data.warpFactor * 2);
            cube.rotation.y += data.rotationSpeed.y * (1 + data.warpFactor * 2);
            cube.rotation.z += data.rotationSpeed.z * (1 + data.warpFactor * 2);
            
            // Position warping - cubes move towards each other and distort
            const time = Date.now() * 0.001;
            const warpX = Math.sin(time + index) * data.warpFactor * 3;
            const warpY = Math.cos(time + index * 0.7) * data.warpFactor * 3;
            const warpZ = Math.sin(time * 0.5 + index * 0.3) * data.warpFactor * 3;
            
            cube.position.x = data.originalPosition.x + warpX + this.targetX * 2;
            cube.position.y = data.originalPosition.y + warpY + this.targetY * 2;
            cube.position.z = data.originalPosition.z + warpZ;
            
            // Scale warping
            const scale = 1 + data.warpFactor * 0.5;
            cube.scale.set(scale, scale, scale);
            
            // Color intensity based on warp factor
            cube.material.color.setHSL(
                (index * 0.1 + time * 0.1) % 1,
                0.8,
                0.6 + data.warpFactor * 0.4
            );
            
            // Opacity pulsing
            cube.material.opacity = 0.6 + Math.sin(time * 2 + index) * 0.2;
        });

        this.renderer.render(this.scene, this.camera);
    }
}

// Initialize when page loads
window.addEventListener('load', () => {
    new CubeWarp();
});