mirror of
https://github.com/heygen-com/hyperframes.git
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This reverts commit 3b53bfd2f7.
This commit is contained in:
-551
@@ -1,551 +0,0 @@
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<!doctype html>
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<!--
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facet-morph: HyperFrames video primitive (intros and reveals / morph)
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Concept: a faceted low-poly mass (36 triangles, one SVG) continuously
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reshapes between three authored silhouettes (blob, mark, badge) with
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per-facet flat shading that recomputes as the vertices move. Light reads
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from the upper left: facets turned toward it lift toward a pale accent-
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tinted tone, facets turned away fall toward near-black. The register is
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the ordinaryfolk reshaping-mass beat: one calm continuous morph, no pops.
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Wave L, unit L2. Reference: motion-reference/ordinaryfolkco
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2001090228958752945 sheet-02 (the continuously reshaping faceted mass).
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Determinism: vertex positions are authored keyframe tables (per-silhouette
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radius, jitter, and center rows) interpolated as a PURE FUNCTION of
|
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timeline time. One linear driver tween owns the whole life of the mass;
|
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its onUpdate recomputes every vertex and every facet fill from t alone,
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so forward, backward, and shuffled seeks land byte-identical frames.
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The wobble that keeps the mass alive is built from fixed-phase sine
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terms (phases from a fixed-seed LCG, baked once at mount).
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|
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Paint law: facet geometry AND facet color are written as ATTRIBUTES
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(points / fill / stroke) on every update. Nothing tweens a var() color
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||||
string and nothing relies on CSS repaint of SVG presentation properties
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under seeks. Contract tokens are resolved to concrete rgb once at mount
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(via a probe element), then mixed numerically in JS.
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||||
Variables (declared in data-composition-variables below):
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- forms (string, default "blob,mark,badge"): comma-separated silhouette
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sequence. Valid names: blob, mark, badge. Unknown names are dropped;
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an empty result falls back to the default sequence.
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- hold_last (boolean, default true): true decays the wobble and holds
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the final silhouette dead still; false keeps the mass slowly
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||||
breathing between the last two silhouettes through the hold.
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||||
- accent (green | blue | violet, default green): tint of the lit
|
||||
facets. green maps to --brand, blue to --accent, violet to --accent-2.
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||||
- exit (none | fade | up, default none): outgoing transition. none
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||||
holds the settled mass (frame roots own transitions).
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||||
|
||||
Envelope (fixed IN/OUT, elastic HOLD only, never gsap.timeScale()):
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||||
IN = 0.55s entrance + one 1.45s morph leg per silhouette step
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||||
(0.35s dwell between legs) + 0.55s wobble decay
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||||
HOLD = elastic = max(0, D - (IN + OUT))
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||||
OUT = 0.45s when exit is fade or up, 0 when exit is none
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||||
If D < IN + OUT, IN and OUT scale down together so IN + OUT == D.
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||||
|
||||
Sync point: form-lock when the mass reaches its final silhouette
|
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(3.95s at the 3-form default). Dispatches a bubbling hf:sfx CustomEvent
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||||
with id "facet-settle-soft" there. This primitive never plays audio.
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Mount contract: MOUNTABLE SUB-COMPOSITION. The runtime clones only
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<template> contents; #root fills the host box (inset:0, container-type:
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size), has no data-width/data-height, and registers one paused timeline
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under the literal "facet-morph" key. Variables come from
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window.__hyperframes.getVariables().
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-->
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<html
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lang="en"
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data-composition-id="facet-morph"
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data-composition-duration="5"
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data-composition-variables='[
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{ "id": "forms", "type": "string", "role": "content", "label": "Forms", "description": "Comma-separated silhouette sequence from blob, mark, badge.", "default": "blob,mark,badge" },
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{ "id": "hold_last", "type": "boolean", "role": "timing", "label": "Hold last", "description": "True settles dead still on the final silhouette; false keeps the mass slowly breathing through the hold.", "default": true },
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{ "id": "accent", "type": "enum", "role": "style", "label": "Accent", "description": "Tint of the lit facets.", "default": "green", "options": [{ "value": "green", "label": "Green" }, { "value": "blue", "label": "Blue" }, { "value": "violet", "label": "Violet" }] },
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{ "id": "exit", "type": "enum", "role": "timing", "label": "Exit", "description": "Outgoing transition. None holds the settled mass.", "default": "none", "options": [{ "value": "none", "label": "None" }, { "value": "fade", "label": "Fade" }, { "value": "up", "label": "Up" }] }
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]'
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>
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<head>
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<meta charset="UTF-8" />
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<title>Facet Morph</title>
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</head>
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<body>
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<template>
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<div id="root" data-composition-id="facet-morph" data-duration="5" data-fps="30">
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<style>
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*,
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*::before,
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*::after {
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||||
box-sizing: border-box;
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}
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||||
|
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#root {
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position: absolute;
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inset: 0;
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||||
container-type: size;
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||||
isolation: isolate;
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||||
overflow: hidden;
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||||
background: var(--bg, #0b0c0e);
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color: var(--fg, #f8fafc);
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||||
font-family: var(--font-body, Inter, system-ui, sans-serif);
|
||||
}
|
||||
|
||||
.fm-clip {
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position: absolute;
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inset: 0;
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display: grid;
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place-items: center;
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overflow: hidden;
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}
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/* A very soft stage vignette keeps the mass grounded on flat
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token backgrounds without inventing a light band (that is
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light-sweep-pass territory). */
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.fm-clip::before {
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content: "";
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position: absolute;
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inset: 0;
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background: radial-gradient(
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ellipse at 42% 38%,
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color-mix(in srgb, var(--fg, #f8fafc) 4%, transparent) 0%,
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transparent 68%
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);
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}
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.fm-stage {
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display: grid;
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place-items: center;
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width: 100%;
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height: 100%;
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will-change: transform, opacity;
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}
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.fm-svg {
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width: 74cqmin;
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height: 74cqmin;
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overflow: visible;
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}
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.fm-svg polygon {
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stroke-width: 0.22;
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stroke-linejoin: round;
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}
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</style>
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<div
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id="facet-morph-clip"
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class="fm-clip clip"
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data-start="0"
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data-duration="5"
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data-track-index="0"
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>
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<div class="fm-stage">
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<svg
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class="fm-svg"
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viewBox="0 0 100 100"
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role="img"
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aria-label="Reshaping faceted mass"
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>
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<g class="fm-mesh"></g>
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</svg>
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</div>
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</div>
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<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
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<script>
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(function () {
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"use strict";
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var SVG_NS = "http://www.w3.org/2000/svg";
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var root = document.getElementById("root");
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// Literal id: mount flattening strips data-composition-id from the
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// live root before this timeline registers.
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var compositionId = "facet-morph";
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var stage = root.querySelector(".fm-stage");
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var mesh = root.querySelector(".fm-mesh");
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var vars =
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window.__hyperframes && window.__hyperframes.getVariables
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? window.__hyperframes.getVariables()
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: {};
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/* ---------------- variables ---------------- */
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var accentTokens = {
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green: "var(--brand, #22c55e)",
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blue: "var(--accent, #38bdf8)",
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violet: "var(--accent-2, #c5a3ff)",
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};
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var accent = Object.prototype.hasOwnProperty.call(accentTokens, vars.accent)
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? vars.accent
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: "green";
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// The bundler mirrors composition variables as scoped CSS custom
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// props, so this unit's own accent variable can shadow the contract
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// --accent token ("blue" is a valid CSS color). When the shadow is
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// present, fall back to the literal contract value.
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var shadowedAccent = getComputedStyle(root).getPropertyValue("--accent").trim();
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if (
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shadowedAccent === "green" ||
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shadowedAccent === "blue" ||
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||||
shadowedAccent === "violet"
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) {
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||||
accentTokens.blue = "#38bdf8";
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||||
}
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||||
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var holdLast = !(vars.hold_last === false || vars.hold_last === "false");
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||||
// INVARIANT: only none | fade | up reaches the timeline.
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var exit = vars.exit === "fade" || vars.exit === "up" ? vars.exit : "none";
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||||
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/* ---------------- authored keyframe tables ----------------
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Each silhouette is one row set: 18 outer radii, 18 outer
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angular jitters (deg), 9 inner radii, 9 inner jitters (deg),
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a center, and a whole-mass rotation (deg). Angles are fixed
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||||
spokes (outer every 20deg, inner every 40deg offset 20deg,
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both starting at 12 o'clock), so any two rows interpolate
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vertex-for-vertex. */
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var FORMS = {
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||||
// Irregular craggy rock, the reference's opening mass.
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blob: {
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outerR: [34, 39, 31, 36, 41, 33, 29, 37, 40, 32, 35, 30, 38, 34, 28, 36, 39, 33],
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||||
outerJ: [3, -5, 6, -2, 4, -6, 2, 5, -4, 3, -3, 6, -5, 2, 4, -2, -6, 5],
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innerR: [16, 19, 14, 20, 17, 13, 18, 15, 19],
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||||
innerJ: [8, -10, 12, -6, 9, -12, 7, 11, -8],
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cx: 50,
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cy: 51,
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rot: 0,
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},
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// A peaked asymmetric shard, the reference's closing frames.
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mark: {
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outerR: [48, 40, 28, 22, 19, 17, 16, 17, 19, 21, 23, 22, 19, 17, 19, 25, 34, 44],
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outerJ: [-2, 6, -8, 4, -3, 5, -6, 2, 4, -5, 3, -4, 6, -2, 5, -7, 3, -4],
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innerR: [20, 13, 10, 8, 9, 8, 10, 11, 15],
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innerJ: [-6, 9, -11, 7, -8, 10, -7, 6, -9],
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cx: 50,
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cy: 56,
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rot: -7,
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},
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// A wide-shouldered shield settling toward a point.
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badge: {
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outerR: [36, 37, 35, 34, 33, 30, 27, 25, 24, 33, 24, 25, 27, 30, 33, 34, 35, 37],
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outerJ: [0, 2, -2, 1, -1, 2, -2, 1, 3, 0, -3, -1, 2, -2, 1, -1, 2, -2],
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innerR: [18, 17, 16, 13, 12, 12, 13, 16, 17],
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innerJ: [4, -5, 6, -4, 5, -6, 4, -5, 6],
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cx: 50,
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cy: 49,
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rot: 5,
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},
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};
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||||
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var requested = String(vars.forms == null ? "" : vars.forms)
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||||
.split(",")
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.map(function (name) {
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return name.trim().toLowerCase();
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||||
})
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||||
.filter(function (name) {
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return Object.prototype.hasOwnProperty.call(FORMS, name);
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});
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||||
var formNames = requested.length > 0 ? requested : ["blob", "mark", "badge"];
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var formRows = formNames.map(function (name) {
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return FORMS[name];
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});
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/* ---------------- fixed-seed facet tables ----------------
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Wobble phases and per-facet tilts come from one LCG baked at
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mount. Same seed, same mesh, every mount. */
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var OUTER = 18;
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var INNER = 9;
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||||
var lcgState = 0x0f4c37ed;
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||||
function lcg() {
|
||||
lcgState = (Math.imul(1664525, lcgState) + 1013904223) >>> 0;
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||||
return lcgState / 4294967296;
|
||||
}
|
||||
var outerPhase = [];
|
||||
for (var i = 0; i < OUTER; i += 1) outerPhase.push(lcg());
|
||||
var innerPhase = [];
|
||||
for (var j = 0; j < INNER; j += 1) innerPhase.push(lcg());
|
||||
|
||||
/* Triangulation: for each inner vertex j, spokes a=2j, b=2j+1,
|
||||
c=2j+2 close the outer ring band (27 triangles), then the
|
||||
inner ring fans to the center (9 triangles). 36 facets. */
|
||||
var facets = [];
|
||||
for (var k = 0; k < INNER; k += 1) {
|
||||
var a = 2 * k;
|
||||
var b = 2 * k + 1;
|
||||
var c = (2 * k + 2) % OUTER;
|
||||
facets.push(["o", a, "o", b, "i", k]);
|
||||
facets.push(["o", b, "o", c, "i", k]);
|
||||
facets.push(["o", c, "i", k, "i", (k + 1) % INNER]);
|
||||
}
|
||||
for (var f = 0; f < INNER; f += 1) {
|
||||
facets.push(["i", f, "i", (f + 1) % INNER, "c", 0]);
|
||||
}
|
||||
var facetTilt = facets.map(function () {
|
||||
return (lcg() - 0.5) * 0.62;
|
||||
});
|
||||
|
||||
var polygons = facets.map(function () {
|
||||
var polygon = document.createElementNS(SVG_NS, "polygon");
|
||||
mesh.appendChild(polygon);
|
||||
return polygon;
|
||||
});
|
||||
|
||||
/* ---------------- token color resolution ----------------
|
||||
Resolve contract tokens to concrete rgb once at mount via a
|
||||
probe element, then mix numerically. Facet fills are literal
|
||||
rgb() attribute strings; no var() ever reaches a tween. */
|
||||
|
||||
var probe = document.createElement("span");
|
||||
probe.style.display = "none";
|
||||
root.appendChild(probe);
|
||||
function resolveColor(cssColor, fallback) {
|
||||
probe.style.color = fallback;
|
||||
probe.style.color = cssColor;
|
||||
var raw = getComputedStyle(probe).color;
|
||||
var match = raw.match(/rgba?\(([^)]+)\)/);
|
||||
if (!match) return [128, 128, 128];
|
||||
var parts = match[1].split(/[,\s/]+/).map(Number);
|
||||
return [parts[0] || 0, parts[1] || 0, parts[2] || 0];
|
||||
}
|
||||
var fgRgb = resolveColor("var(--fg, #f8fafc)", "#f8fafc");
|
||||
var surfaceRgb = resolveColor("var(--surface, #14171c)", "#14171c");
|
||||
var accentRgb = resolveColor(accentTokens[accent], "#22c55e");
|
||||
probe.remove();
|
||||
|
||||
function mix(colorA, colorB, amount) {
|
||||
var w = Math.max(0, Math.min(1, amount));
|
||||
return [
|
||||
colorA[0] + (colorB[0] - colorA[0]) * w,
|
||||
colorA[1] + (colorB[1] - colorA[1]) * w,
|
||||
colorA[2] + (colorB[2] - colorA[2]) * w,
|
||||
];
|
||||
}
|
||||
function rgbString(color) {
|
||||
return (
|
||||
"rgb(" +
|
||||
Math.round(color[0]) +
|
||||
"," +
|
||||
Math.round(color[1]) +
|
||||
"," +
|
||||
Math.round(color[2]) +
|
||||
")"
|
||||
);
|
||||
}
|
||||
|
||||
// Base mass tone contrasts the background on light and dark
|
||||
// hosts alike (fg-heavy). Lit facets climb toward a pale
|
||||
// accent-tinted white; shadow facets fall toward black.
|
||||
var baseRgb = mix(fgRgb, surfaceRgb, 0.24);
|
||||
var litTarget = mix([255, 255, 255], accentRgb, 0.2);
|
||||
var darkTarget = [8, 9, 11];
|
||||
|
||||
/* ---------------- envelope ---------------- */
|
||||
|
||||
var ENTER_BASE = 0.55;
|
||||
var LEG_BASE = 1.45;
|
||||
var DWELL_BASE = 0.35;
|
||||
var DECAY_BASE = 0.55;
|
||||
var steps = Math.max(0, formRows.length - 1);
|
||||
var MORPH_BASE = steps > 0 ? steps * LEG_BASE + (steps - 1) * DWELL_BASE : 0;
|
||||
var IN_BASE = ENTER_BASE + MORPH_BASE + DECAY_BASE;
|
||||
var OUT_BASE = exit === "none" ? 0 : 0.45;
|
||||
|
||||
var duration = Math.max(0.001, parseFloat(root.dataset.duration || "5"));
|
||||
var totalBase = IN_BASE + OUT_BASE;
|
||||
var envScale = duration < totalBase ? duration / totalBase : 1;
|
||||
var ENTER = ENTER_BASE * envScale;
|
||||
var LEG = LEG_BASE * envScale;
|
||||
var DWELL = DWELL_BASE * envScale;
|
||||
var DECAY = DECAY_BASE * envScale;
|
||||
var IN = IN_BASE * envScale;
|
||||
var OUT = OUT_BASE * envScale;
|
||||
var HOLD = Math.max(0, duration - (IN + OUT));
|
||||
var OUT_START = IN + HOLD;
|
||||
var MORPH_START = ENTER * 0.55;
|
||||
var MORPH_END = MORPH_START + (MORPH_BASE > 0 ? MORPH_BASE * envScale : 0);
|
||||
var DECAY_END = MORPH_END + DECAY;
|
||||
|
||||
/* ---------------- pure functions of time ---------------- */
|
||||
|
||||
function smooth(s) {
|
||||
// sine in-out, the quiet register's ease.
|
||||
return 0.5 - 0.5 * Math.cos(Math.PI * Math.max(0, Math.min(1, s)));
|
||||
}
|
||||
|
||||
// Form progress p(t): one leg per silhouette step with a dwell
|
||||
// between legs, then (hold_last false) an endless slow breath
|
||||
// between the last two silhouettes. Continuous everywhere.
|
||||
function progressAt(t) {
|
||||
if (steps === 0) return 0;
|
||||
if (t <= MORPH_START) return 0;
|
||||
var local = t - MORPH_START;
|
||||
var span = LEG + DWELL;
|
||||
for (var s = 0; s < steps; s += 1) {
|
||||
var legStart = s * span;
|
||||
if (local < legStart + LEG) {
|
||||
return s + smooth((local - legStart) / LEG);
|
||||
}
|
||||
if (local < legStart + span) return s + 1;
|
||||
}
|
||||
if (holdLast || steps < 1) return steps;
|
||||
// Breathe between the final two forms: depth 0.45, 6s period,
|
||||
// starting and ending each cycle exactly on the final form.
|
||||
var breathe = t - MORPH_END;
|
||||
return steps - 0.45 * (0.5 - 0.5 * Math.cos((2 * Math.PI * breathe) / 6));
|
||||
}
|
||||
|
||||
// Wobble amplitude a(t): ramps in with the entrance, then decays
|
||||
// to zero before the hold when hold_last is true.
|
||||
function wobbleAmpAt(t) {
|
||||
var ramp = smooth(t / Math.max(0.001, ENTER));
|
||||
if (!holdLast) return ramp;
|
||||
if (t <= MORPH_END) return ramp;
|
||||
return ramp * (1 - smooth((t - MORPH_END) / Math.max(0.001, DECAY)));
|
||||
}
|
||||
|
||||
var WOBBLE_R = 1.6; // radial wobble, viewBox units
|
||||
var WOBBLE_HZ = 0.42;
|
||||
|
||||
function lerp(valueA, valueB, w) {
|
||||
return valueA + (valueB - valueA) * w;
|
||||
}
|
||||
|
||||
// Light arrives from the upper left.
|
||||
var LIGHT_X = -0.62;
|
||||
var LIGHT_Y = -0.78;
|
||||
|
||||
var outerPts = [];
|
||||
for (var oi = 0; oi < OUTER; oi += 1) outerPts.push([0, 0]);
|
||||
var innerPts = [];
|
||||
for (var ii = 0; ii < INNER; ii += 1) innerPts.push([0, 0]);
|
||||
var centerPt = [50, 50];
|
||||
|
||||
function render(t) {
|
||||
var p = progressAt(t);
|
||||
var kA = Math.max(0, Math.min(formRows.length - 1, Math.floor(p)));
|
||||
var kB = Math.min(formRows.length - 1, kA + 1);
|
||||
var w = Math.max(0, Math.min(1, p - kA));
|
||||
var rowA = formRows[kA];
|
||||
var rowB = formRows[kB];
|
||||
var amp = wobbleAmpAt(t) * WOBBLE_R;
|
||||
var cx = lerp(rowA.cx, rowB.cx, w);
|
||||
var cy = lerp(rowA.cy, rowB.cy, w);
|
||||
var rot = (lerp(rowA.rot, rowB.rot, w) * Math.PI) / 180;
|
||||
|
||||
for (var o = 0; o < OUTER; o += 1) {
|
||||
var wobO = amp * Math.sin(2 * Math.PI * (WOBBLE_HZ * t + outerPhase[o]));
|
||||
var radO = lerp(rowA.outerR[o], rowB.outerR[o], w) + wobO;
|
||||
var angO =
|
||||
((-90 + o * 20 + lerp(rowA.outerJ[o], rowB.outerJ[o], w)) * Math.PI) / 180 + rot;
|
||||
outerPts[o][0] = cx + radO * Math.cos(angO);
|
||||
outerPts[o][1] = cy + radO * Math.sin(angO);
|
||||
}
|
||||
for (var n = 0; n < INNER; n += 1) {
|
||||
var wobI = amp * 0.7 * Math.sin(2 * Math.PI * (WOBBLE_HZ * t + innerPhase[n]));
|
||||
var radI = lerp(rowA.innerR[n], rowB.innerR[n], w) + wobI;
|
||||
var angI =
|
||||
((-70 + n * 40 + lerp(rowA.innerJ[n], rowB.innerJ[n], w)) * Math.PI) / 180 + rot;
|
||||
innerPts[n][0] = cx + radI * Math.cos(angI);
|
||||
innerPts[n][1] = cy + radI * Math.sin(angI);
|
||||
}
|
||||
centerPt[0] = cx;
|
||||
centerPt[1] = cy + amp * 0.4 * Math.sin(2 * Math.PI * (WOBBLE_HZ * t + 0.31));
|
||||
|
||||
for (var fi = 0; fi < facets.length; fi += 1) {
|
||||
var facet = facets[fi];
|
||||
var pts = "";
|
||||
var sumX = 0;
|
||||
var sumY = 0;
|
||||
for (var v = 0; v < 3; v += 1) {
|
||||
var kind = facet[v * 2];
|
||||
var index = facet[v * 2 + 1];
|
||||
var pt =
|
||||
kind === "o" ? outerPts[index] : kind === "i" ? innerPts[index] : centerPt;
|
||||
pts += pt[0].toFixed(2) + "," + pt[1].toFixed(2) + (v < 2 ? " " : "");
|
||||
sumX += pt[0];
|
||||
sumY += pt[1];
|
||||
}
|
||||
var nx = sumX / 3 - cx;
|
||||
var ny = sumY / 3 - cy;
|
||||
var len = Math.hypot(nx, ny) || 1;
|
||||
// Pseudo-normal: outward direction plus the facet's fixed
|
||||
// tilt. Facets turned toward the upper-left light lift.
|
||||
var shade = (nx / len) * LIGHT_X + (ny / len) * LIGHT_Y + facetTilt[fi];
|
||||
shade = Math.max(-1, Math.min(1, shade));
|
||||
var fill =
|
||||
shade >= 0
|
||||
? mix(baseRgb, litTarget, shade * 0.85)
|
||||
: mix(baseRgb, darkTarget, -shade * 0.78);
|
||||
var fillString = rgbString(fill);
|
||||
var polygon = polygons[fi];
|
||||
polygon.setAttribute("points", pts);
|
||||
polygon.setAttribute("fill", fillString);
|
||||
polygon.setAttribute("stroke", fillString);
|
||||
}
|
||||
}
|
||||
|
||||
/* ---------------- timeline ---------------- */
|
||||
|
||||
function fireSfx(id, t) {
|
||||
root.dispatchEvent(
|
||||
new CustomEvent("hf:sfx", { detail: { id: id, t: t }, bubbles: true }),
|
||||
);
|
||||
}
|
||||
|
||||
gsap.set(stage, { opacity: 0, scale: 0.94, y: 0 });
|
||||
render(0);
|
||||
|
||||
var tl = gsap.timeline({ paused: true });
|
||||
|
||||
// ONE linear driver owns every vertex and every fill; render is a
|
||||
// pure function of the driver's time.
|
||||
var driver = { t: 0 };
|
||||
tl.fromTo(
|
||||
driver,
|
||||
{ t: 0 },
|
||||
{
|
||||
t: duration,
|
||||
duration: duration,
|
||||
ease: "none",
|
||||
onUpdate: function () {
|
||||
render(driver.t);
|
||||
},
|
||||
},
|
||||
0,
|
||||
);
|
||||
|
||||
// IN: quiet entrance while the wobble ramps up.
|
||||
tl.to(stage, { opacity: 1, duration: ENTER, ease: "power2.out" }, 0);
|
||||
tl.to(stage, { scale: 1, duration: ENTER * 1.4, ease: "power2.out" }, 0);
|
||||
|
||||
tl.call(
|
||||
function () {
|
||||
fireSfx("facet-settle-soft", MORPH_END);
|
||||
},
|
||||
[],
|
||||
MORPH_END,
|
||||
);
|
||||
|
||||
// HOLD: still (hold_last true) or the slow breath, both inside
|
||||
// the driver's pure function. No extra tweens.
|
||||
|
||||
// OUT: only when the exit variable asks for one.
|
||||
if (exit !== "none") {
|
||||
tl.to(stage, { opacity: 0, duration: OUT, ease: "power2.in" }, OUT_START);
|
||||
if (exit === "up") {
|
||||
tl.to(stage, { y: "-6cqh", duration: OUT, ease: "power2.in" }, OUT_START);
|
||||
}
|
||||
}
|
||||
|
||||
tl.seek(0);
|
||||
|
||||
window.__timelines = window.__timelines || {};
|
||||
window.__timelines[compositionId] = tl;
|
||||
})();
|
||||
</script>
|
||||
</div>
|
||||
</template>
|
||||
</body>
|
||||
</html>
|
||||
Reference in New Issue
Block a user