mirror of
https://github.com/heygen-com/hyperframes.git
synced 2026-09-07 01:56:04 +00:00
This reverts commit 3b53bfd2f7.
This commit is contained in:
@@ -1,515 +0,0 @@
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<!doctype html>
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<!--
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soft-blob-touch: HyperFrames video primitive (product demo / material)
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|
||||
A granular soft blob idles with slow internal drift; a scripted touch dot
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decel-arrives at a caller-positioned point; the blob deforms toward it
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(an attraction bulge with mass), then recovers with an interruptible
|
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spring once the dot retreats. The AI-orb material beat. Softness is the
|
||||
whole point: the body is layered radial gradients plus a seeded grain
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field, and nothing in the frame has a hard edge.
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Reference: alexwidua 1702356241186476225 sheet-02 (granular blob leaning
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toward a finger; fuzzy boundary, mass, recovery wobble).
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Variables (declared in data-composition-variables below):
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- touch_x, touch_y (numbers, percent of host box): where the dot lands.
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- touch_at (seconds): when the dot makes contact. Clamped so the whole
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deform and recover tail stays inside the clip.
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- grain ("fine" | "coarse"): speck count and size for the body.
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- accent ("green" | "blue" | "violet"): green rides --brand, blue rides
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--accent, violet rides --accent-2.
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- exit ("none" | "fade" | "up"): default none, the settled blob holds.
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Envelope, fixed IN and OUT with elastic HOLD only (never timeScale):
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IN ends when the recovery spring settles (touch_at + 1.57s); HOLD is
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dead still (drift completes integer sine cycles and ends at exactly
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zero by then); OUT = 0.45s only when exit is not none.
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||||
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Deformation model (law L1, interruptible spring):
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Two plain-object params (bulge, lean) feed ONE onUpdate painter. The
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attack tween is the first 75 percent of a power2.out lean-in, cut
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||||
mid-flight when the dot lifts (analytic cut: the junction value AND
|
||||
velocity are computed in closed form). The recovery tween's ease is a
|
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closed-form underdamped spring whose initial velocity equals the cut
|
||||
velocity, so the redirect preserves momentum exactly. Both tweens have
|
||||
explicit endpoints; any seek order lands identical values.
|
||||
|
||||
Determinism (canvas 2D law, per particle-image-reveal):
|
||||
One grain table is computed exactly once at build from fixed LCG seed
|
||||
0x50f7b10b. Every painted frame is a pure function of (table, params,
|
||||
timeline time). onUpdate clears and redraws from scratch; no
|
||||
Math.random, no wall clock, no incremental state. Eventful seeks
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||||
(suppressEvents false) repaint identically in any order.
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||||
-->
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<html
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lang="en"
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data-composition-id="soft-blob-touch"
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data-composition-duration="4"
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data-composition-variables='[
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{ "id": "touch_x", "type": "number", "role": "layout", "label": "Touch X", "description": "Touch point, percent of host width.", "default": 66, "min": 8, "max": 92, "step": 1, "unit": "%" },
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{ "id": "touch_y", "type": "number", "role": "layout", "label": "Touch Y", "description": "Touch point, percent of host height.", "default": 38, "min": 8, "max": 92, "step": 1, "unit": "%" },
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{ "id": "touch_at", "type": "number", "role": "timing", "label": "Touch at", "description": "Seconds from mount start when the dot makes contact.", "default": 1.6, "min": 0.9, "max": 10, "step": 0.1, "unit": "s" },
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{ "id": "grain", "type": "enum", "role": "style", "label": "Grain", "description": "Speck register for the granular body.", "default": "fine", "options": [{ "value": "fine", "label": "Fine" }, { "value": "coarse", "label": "Coarse" }] },
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{ "id": "accent", "type": "enum", "role": "style", "label": "Accent", "description": "Body tint: green rides --brand, blue rides --accent, violet rides --accent-2.", "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": "Optional departure. Default none: the settled blob holds until the frame cuts.", "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>Soft Blob Touch</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="soft-blob-touch" data-duration="4" data-fps="30">
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<style>
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*,
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||||
*::before,
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||||
*::after {
|
||||
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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overflow: hidden;
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||||
container-type: size;
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||||
isolation: isolate;
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||||
color: var(--fg, #f8fafc);
|
||||
font-family: var(--font-body, "Inter", system-ui, sans-serif);
|
||||
pointer-events: none;
|
||||
}
|
||||
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||||
.sbt-clip {
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||||
position: absolute;
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||||
inset: 0;
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||||
overflow: hidden;
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||||
}
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||||
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.sbt-stage {
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position: absolute;
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inset: 0;
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will-change: transform, opacity;
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}
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||||
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||||
.sbt-canvas {
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position: absolute;
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inset: 0;
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||||
width: 100%;
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height: 100%;
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||||
}
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/* The touch dot: a soft disc with a gradient falloff, no hard rim.
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Motion rides transforms only (px), never left or top. */
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.sbt-touch {
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position: absolute;
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left: 0;
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top: 0;
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width: 4.6cqmin;
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height: 4.6cqmin;
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margin-left: -2.3cqmin;
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margin-top: -2.3cqmin;
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border-radius: 50%;
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background: radial-gradient(
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circle at 42% 38%,
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color-mix(in srgb, var(--fg, #f8fafc) 96%, transparent) 0%,
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color-mix(in srgb, var(--fg, #f8fafc) 78%, transparent) 34%,
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color-mix(in srgb, var(--fg, #f8fafc) 26%, transparent) 62%,
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transparent 78%
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);
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will-change: transform, opacity;
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}
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</style>
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<div
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id="soft-blob-touch-clip"
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class="sbt-clip clip"
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data-start="0"
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data-duration="4"
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data-track-index="0"
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>
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<div class="sbt-stage">
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<canvas class="sbt-canvas" aria-hidden="true"></canvas>
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<div class="sbt-touch" aria-hidden="true"></div>
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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 root = document.getElementById("root");
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var stage = root.querySelector(".sbt-stage");
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var canvas = root.querySelector(".sbt-canvas");
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var touchDot = root.querySelector(".sbt-touch");
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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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function num(value, fallback, min, max) {
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var n = Number(value);
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if (!isFinite(n)) n = fallback;
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return Math.max(min, Math.min(max, n));
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}
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var grain = vars.grain === "coarse" ? "coarse" : "fine";
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var exit = vars.exit === "fade" || vars.exit === "up" ? vars.exit : "none";
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// Each enum choice routes to a DIFFERENT contract token so the
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// variable stays meaningful under a theme.
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var accentColors = {
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green: "var(--brand, #71f5a7)",
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blue: "var(--accent, #61a8ff)",
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violet: "var(--accent-2, #c5a3ff)",
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};
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var accent = Object.prototype.hasOwnProperty.call(accentColors, 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 shadows the contract
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// --accent token inside the subtree ("blue" is a valid CSS color
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// and would render pure blue). When the shadow is present, fall
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// back to the literal contract value instead of var(--accent).
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var computedAccent = getComputedStyle(root).getPropertyValue("--accent").trim();
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if (
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computedAccent === "green" ||
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computedAccent === "blue" ||
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computedAccent === "violet"
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) {
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accentColors.blue = "#61a8ff";
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}
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// Envelope. The deform tail is ATTACK + RECOVER after contact;
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// clamp touch_at so the spring settles inside the clip.
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var ATTACK_NAT = 0.55; // natural length of the uncut lean-in
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var CUT_FRAC = 0.75; // the dot lifts at 75 percent of it
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var ATTACK = ATTACK_NAT * CUT_FRAC;
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var RECOVER = 1.15;
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var duration = Math.max(0.001, parseFloat(root.dataset.duration || "4"));
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var OUT = exit === "none" ? 0 : 0.45;
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var maxTouch = Math.max(0.9, duration - (ATTACK + RECOVER) - OUT - 0.05);
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var touchAt = num(vars.touch_at, 1.6, 0.9, maxTouch);
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var cutAt = touchAt + ATTACK;
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var IN_END = cutAt + RECOVER;
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var OUT_START = IN_END + Math.max(0, duration - IN_END - OUT);
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// Canvas raster basis is fixed once at mount (elastic root: the
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// host box decides the resolution; same host, same raster).
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var dpr = Math.min(2, Math.max(1, Number(window.devicePixelRatio) || 1));
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var box = root.getBoundingClientRect();
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var cssW = Math.max(1, Math.round(box.width) || 640);
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var cssH = Math.max(1, Math.round(box.height) || 360);
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canvas.width = Math.round(cssW * dpr);
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canvas.height = Math.round(cssH * dpr);
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var ctx = canvas.getContext("2d");
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var W = canvas.width;
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var H = canvas.height;
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var minDim = Math.min(W, H);
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var touchX = (num(vars.touch_x, 66, 8, 92) / 100) * W;
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var touchY = (num(vars.touch_y, 38, 8, 92) / 100) * H;
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var centerX = W * 0.5;
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var centerY = H * 0.5;
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var R = minDim * 0.26;
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// Direction of attraction, guarded for a touch at dead center.
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var dxT = touchX - centerX;
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var dyT = touchY - centerY;
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var distT = Math.hypot(dxT, dyT);
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var dirX = distT > 1 ? dxT / distT : 0.7071;
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var dirY = distT > 1 ? dyT / distT : -0.7071;
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// Resolve accent and fg to concrete rgb once at mount so canvas
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// fills never depend on style recalc during seeks. Mixing happens
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// numerically here (computed color-mix strings are not parseable
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// across engines).
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function probeColor(cssColor, fallback) {
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var probe = root.ownerDocument.createElement("span");
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probe.style.color = cssColor;
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root.appendChild(probe);
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var out = getComputedStyle(probe).color || fallback;
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probe.remove();
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||||
var m = out.match(/rgba?\(\s*([\d.]+)[,\s]+([\d.]+)[,\s]+([\d.]+)/);
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if (!m) {
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m = fallback.match(/rgba?\(\s*([\d.]+)[,\s]+([\d.]+)[,\s]+([\d.]+)/);
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}
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return m ? [Number(m[1]), Number(m[2]), Number(m[3])] : [113, 245, 167];
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}
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var accentRgb = probeColor(accentColors[accent], "rgb(113, 245, 167)");
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var fgRgb = probeColor("var(--fg, #f8fafc)", "rgb(248, 250, 252)");
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function mix(a, b, t) {
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||||
return [
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Math.round(a[0] + (b[0] - a[0]) * t),
|
||||
Math.round(a[1] + (b[1] - a[1]) * t),
|
||||
Math.round(a[2] + (b[2] - a[2]) * t),
|
||||
];
|
||||
}
|
||||
function rgba(c, a) {
|
||||
return "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + a + ")";
|
||||
}
|
||||
var bodyRgb = mix(accentRgb, fgRgb, 0.18);
|
||||
var softRgb = mix(accentRgb, fgRgb, 0.55);
|
||||
|
||||
// The grain table: computed exactly once, then only read.
|
||||
var counts = { fine: 1500, coarse: 760 };
|
||||
var sizes = { fine: 0.0055, coarse: 0.0102 };
|
||||
var COUNT = counts[grain];
|
||||
var SPECK = sizes[grain] * minDim;
|
||||
var grains = (function () {
|
||||
var state = 0x50f7b10b;
|
||||
function next() {
|
||||
state = (Math.imul(1664525, state) + 1013904223) >>> 0;
|
||||
return state / 4294967296;
|
||||
}
|
||||
var rows = [];
|
||||
for (var i = 0; i < COUNT; i += 1) {
|
||||
// Radial distribution with a fuzzy tail past R: density thins
|
||||
// toward the boundary and alpha fades it out, so the edge is
|
||||
// granular vapor, never a line.
|
||||
var rr = Math.pow(next(), 0.55) * R * 1.16;
|
||||
var th = next() * Math.PI * 2;
|
||||
var edge = Math.max(0, Math.min(1, (1.16 - rr / R) / 0.42));
|
||||
rows.push({
|
||||
x: Math.cos(th) * rr,
|
||||
y: Math.sin(th) * rr * 0.94,
|
||||
size: SPECK * (0.5 + 0.9 * next()),
|
||||
dim: (0.3 + 0.7 * next()) * edge,
|
||||
tone: next(),
|
||||
driftAmp: (0.008 + 0.014 * next()) * minDim,
|
||||
driftCycles: next() < 0.5 ? 1 : 2,
|
||||
phaseX: next() * Math.PI * 2,
|
||||
phaseY: next() * Math.PI * 2,
|
||||
});
|
||||
}
|
||||
return rows;
|
||||
})();
|
||||
|
||||
function clamp01(v) {
|
||||
return v < 0 ? 0 : v > 1 ? 1 : v;
|
||||
}
|
||||
|
||||
// Deformation params. Attack lifts both toward CUT value; the
|
||||
// recovery springs them home. The painter owns all amplitudes.
|
||||
var P = { bulge: 0, lean: 0 };
|
||||
var bCut = 1 - Math.pow(1 - CUT_FRAC, 2); // power2.out at the cut
|
||||
var vCut = (2 * (1 - CUT_FRAC)) / ATTACK_NAT; // slope there, per s
|
||||
var attackEase = function (p) {
|
||||
return (1 - Math.pow(1 - p * CUT_FRAC, 2)) / bCut;
|
||||
};
|
||||
// Closed-form underdamped spring x(s), x(0) = 1, x'(0) = vCut/bCut
|
||||
// (velocity preserved across the cut), corrected by a linear ramp
|
||||
// so x(RECOVER) is exactly zero. Higher frequency for the local
|
||||
// bulge, lower for the whole-mass lean: the surface snaps back
|
||||
// faster than the body.
|
||||
function springEase(lambda, omega) {
|
||||
var v0 = vCut / bCut;
|
||||
var c2 = (v0 + lambda) / omega;
|
||||
function x(s) {
|
||||
return Math.exp(-lambda * s) * (Math.cos(omega * s) + c2 * Math.sin(omega * s));
|
||||
}
|
||||
var xEnd = x(RECOVER);
|
||||
return function (p) {
|
||||
var s = p * RECOVER;
|
||||
return 1 - (x(s) - (s / RECOVER) * xEnd);
|
||||
};
|
||||
}
|
||||
var bulgeSpring = springEase(4.2, Math.PI * 2 * 2.2);
|
||||
var leanSpring = springEase(3.6, Math.PI * 2 * 1.5);
|
||||
|
||||
// Pure repaint: clear, then rebuild the whole frame from
|
||||
// (grain table, P, t). Drift phase u completes integer sine
|
||||
// cycles over [0, IN_END] and is exactly zero from IN_END on,
|
||||
// so the HOLD frame is dead still.
|
||||
var sigma = R * 0.85;
|
||||
var bulgeAmp = R * 0.62;
|
||||
var leanAmp = minDim * 0.045;
|
||||
function paint(t) {
|
||||
ctx.clearRect(0, 0, W, H);
|
||||
var u = clamp01(t / IN_END);
|
||||
var lx = leanAmp * P.lean * dirX;
|
||||
var ly = leanAmp * P.lean * dirY;
|
||||
var cx = centerX + lx;
|
||||
var cy = centerY + ly;
|
||||
|
||||
// Layered radial gradients: wide aura, mid glow, dense core,
|
||||
// and a bulge lobe that swells toward the touch point.
|
||||
var aura = ctx.createRadialGradient(cx, cy, 0, cx, cy, R * 1.9);
|
||||
aura.addColorStop(0, rgba(accentRgb, 0.16));
|
||||
aura.addColorStop(0.55, rgba(accentRgb, 0.06));
|
||||
aura.addColorStop(1, rgba(accentRgb, 0));
|
||||
ctx.fillStyle = aura;
|
||||
ctx.fillRect(0, 0, W, H);
|
||||
|
||||
var mid = ctx.createRadialGradient(cx, cy, 0, cx, cy, R * 1.12);
|
||||
mid.addColorStop(0, rgba(bodyRgb, 0.34));
|
||||
mid.addColorStop(0.62, rgba(bodyRgb, 0.16));
|
||||
mid.addColorStop(1, rgba(bodyRgb, 0));
|
||||
ctx.fillStyle = mid;
|
||||
ctx.fillRect(0, 0, W, H);
|
||||
|
||||
var core = ctx.createRadialGradient(
|
||||
cx - R * 0.12,
|
||||
cy - R * 0.14,
|
||||
0,
|
||||
cx,
|
||||
cy,
|
||||
R * 0.62,
|
||||
);
|
||||
core.addColorStop(0, rgba(softRgb, 0.4));
|
||||
core.addColorStop(1, rgba(softRgb, 0));
|
||||
ctx.fillStyle = core;
|
||||
ctx.fillRect(0, 0, W, H);
|
||||
|
||||
if (P.bulge > 0.001) {
|
||||
var lobeX = cx + dirX * R * 0.72;
|
||||
var lobeY = cy + dirY * R * 0.72;
|
||||
var lobeR = R * (0.22 + 0.5 * P.bulge);
|
||||
var lobe = ctx.createRadialGradient(lobeX, lobeY, 0, lobeX, lobeY, lobeR);
|
||||
lobe.addColorStop(0, rgba(softRgb, 0.34 * P.bulge));
|
||||
lobe.addColorStop(1, rgba(softRgb, 0));
|
||||
ctx.fillStyle = lobe;
|
||||
ctx.fillRect(0, 0, W, H);
|
||||
}
|
||||
|
||||
// Grain field. Each speck drifts on its own integer-cycle sine
|
||||
// (zero at u = 0 and u = 1) and is attracted toward the touch
|
||||
// point with an exponential falloff: the material near the dot
|
||||
// reaches for it, the far side barely stirs.
|
||||
var TAU = Math.PI * 2;
|
||||
for (var i = 0; i < grains.length; i += 1) {
|
||||
var g = grains[i];
|
||||
var driftX =
|
||||
g.driftAmp * (Math.sin(TAU * g.driftCycles * u + g.phaseX) - Math.sin(g.phaseX));
|
||||
var driftY =
|
||||
g.driftAmp * (Math.sin(TAU * g.driftCycles * u + g.phaseY) - Math.sin(g.phaseY));
|
||||
var gx = cx + g.x + driftX;
|
||||
var gy = cy + g.y + driftY;
|
||||
if (P.bulge > 0.001) {
|
||||
var tx = touchX - gx;
|
||||
var ty = touchY - gy;
|
||||
var td = Math.hypot(tx, ty);
|
||||
if (td > 0.5) {
|
||||
var w = Math.exp(-td / sigma);
|
||||
var pull = (bulgeAmp * P.bulge * w) / td;
|
||||
gx += tx * pull;
|
||||
gy += ty * pull;
|
||||
}
|
||||
}
|
||||
var c = g.tone < 0.62 ? softRgb : fgRgb;
|
||||
ctx.globalAlpha = g.dim * 0.85;
|
||||
ctx.fillStyle = rgba(c, 1);
|
||||
ctx.beginPath();
|
||||
ctx.arc(gx, gy, g.size, 0, TAU);
|
||||
ctx.fill();
|
||||
}
|
||||
ctx.globalAlpha = 1;
|
||||
}
|
||||
|
||||
// Touch dot choreography, transforms only, px space of the host
|
||||
// box (canvas coordinates divided by dpr).
|
||||
var stageW = cssW;
|
||||
var stageH = cssH;
|
||||
var dotX = touchX / dpr;
|
||||
var dotY = touchY / dpr;
|
||||
// Enter and leave along the attraction axis, from off stage.
|
||||
var away = Math.hypot(stageW, stageH) * 0.7;
|
||||
var offX = dotX + dirX * away;
|
||||
var offY = dotY + dirY * away;
|
||||
|
||||
gsap.set(stage, { opacity: 1, y: "0cqh" });
|
||||
gsap.set(touchDot, { x: offX, y: offY, opacity: 0 });
|
||||
|
||||
var tl = gsap.timeline({
|
||||
paused: true,
|
||||
onUpdate: function () {
|
||||
paint(tl.time());
|
||||
},
|
||||
});
|
||||
|
||||
// Anchor tween: spans the full authored duration so seeks into
|
||||
// the hold keep tl.time() honest and onUpdate (the canvas
|
||||
// repaint) fires for every eventful seek anywhere in [0, D].
|
||||
tl.to({ p: 0 }, { p: 1, duration: duration, ease: "none" }, 0);
|
||||
|
||||
// The dot decel-arrives (power3.out: it arrives, it never
|
||||
// passes through), dwells for the press, then accelerates away.
|
||||
var arriveStart = Math.max(0, touchAt - 0.85);
|
||||
tl.fromTo(
|
||||
touchDot,
|
||||
{ x: offX, y: offY, opacity: 0 },
|
||||
{
|
||||
x: dotX,
|
||||
y: dotY,
|
||||
opacity: 1,
|
||||
duration: touchAt - arriveStart,
|
||||
ease: "power3.out",
|
||||
},
|
||||
arriveStart,
|
||||
);
|
||||
tl.fromTo(
|
||||
touchDot,
|
||||
{ x: dotX, y: dotY, opacity: 1 },
|
||||
{
|
||||
x: offX,
|
||||
y: offY,
|
||||
opacity: 0,
|
||||
duration: 0.55,
|
||||
ease: "power2.in",
|
||||
immediateRender: false,
|
||||
},
|
||||
cutAt,
|
||||
);
|
||||
|
||||
// Attack: the truncated lean-in, cut mid-flight at the dot lift.
|
||||
tl.fromTo(
|
||||
P,
|
||||
{ bulge: 0, lean: 0 },
|
||||
{ bulge: bCut, lean: bCut, duration: ATTACK, ease: attackEase },
|
||||
touchAt,
|
||||
);
|
||||
// Recovery: velocity-matched closed-form springs back to rest.
|
||||
tl.fromTo(
|
||||
P,
|
||||
{ bulge: bCut },
|
||||
{
|
||||
bulge: 0,
|
||||
duration: RECOVER,
|
||||
ease: bulgeSpring,
|
||||
immediateRender: false,
|
||||
},
|
||||
cutAt,
|
||||
);
|
||||
tl.fromTo(
|
||||
P,
|
||||
{ lean: bCut },
|
||||
{
|
||||
lean: 0,
|
||||
duration: RECOVER,
|
||||
ease: leanSpring,
|
||||
immediateRender: false,
|
||||
},
|
||||
cutAt,
|
||||
);
|
||||
|
||||
// HOLD: truly still. Drift is zero past IN_END by construction
|
||||
// and both params are home, so every hold frame is identical.
|
||||
|
||||
// OUT: optional departure; exit none holds until the frame cuts.
|
||||
if (exit === "up") {
|
||||
tl.to(stage, { y: "-4cqh", duration: OUT, ease: "power2.in" }, OUT_START);
|
||||
tl.to(stage, { opacity: 0, duration: OUT, ease: "power2.in" }, OUT_START);
|
||||
} else if (exit === "fade") {
|
||||
tl.to(stage, { opacity: 0, duration: OUT, ease: "power2.in" }, OUT_START);
|
||||
}
|
||||
|
||||
tl.seek(0);
|
||||
paint(0);
|
||||
window.__timelines = window.__timelines || {};
|
||||
window.__timelines["soft-blob-touch"] = tl;
|
||||
})();
|
||||
</script>
|
||||
</div>
|
||||
</template>
|
||||
</body>
|
||||
</html>
|
||||
Reference in New Issue
Block a user