Files
hyperframes/docs/catalog/blocks/vfx-iphone-device.mdx
Miguel ÁngelandMiguel Angel Simon Sierra 1ae2067b8d feat(catalog): put the variables panel back, on payloads (#3199)
* feat(catalog): put the variables panel back, on payloads

The panel drove its preview by loading an .html from docs/public, a type the
host does not publish, so it showed an empty frame in production and was
parked when the catalog was re-landed.

It now mounts the same JSON payload the plain player uses and re-mounts it as
values change, injecting them as window.__hfVariables into the composition head
before any of its scripts run, which is where the runtime reads overrides from.
Doing it in the markup rather than after load is what stops the composition
initialising with the wrong values first.

172 items with variables get the panel back; the playhead carries across a
change so a tweak mid-shot does not jump back to frame zero.

* fix(docs): drop the unused url form and the needless escapes

* fix(docs): the panel cannot reference a binding beside the export

* feat(catalog): make importing an SVG the obvious move

A reader arrives at this control with a shape, not with path data, and the
panel asked for the coordinates first. Import is now the primary action in a
drop target you can see is a drop target, and the raw path sits behind a
disclosure for anyone who wants it.

* feat(cli): let a fruitless catalog search report the gap

An agent that searches by meaning and finds nothing worth installing knows
something we do not: the name of a move the catalog is missing. There was no
way to tell us, so that knowledge was lost at the end of every run.

hyperframes feedback --search-miss "<query>" --wanted "<the move>" records it.
It carries no rating, so it never lands in the rating metric, and it is a
separate deliberate command rather than something catalog --query does on its
own: plain search still sends nothing, which is what the CLI promises.

--rating stops being required at the arg level, since a miss has no rating to
give. The check moved into the run body, where an absent one is now handled
rather than crashing on undefined.

* feat(cli): carry tuned variable values into the install snippet

Someone who tunes a block on its catalog page had no way to keep those values:
the install command was the same one everybody gets, and the tuning stayed on
the page.

hyperframes add <item> --vars '<json>' now prints a mount element carrying
data-variable-values, so the values land where the block is used.

They ride on the host rather than being written into the installed file. That
keeps the composition on disk byte-identical to the registry's, so a later
reinstall can still tell an edit from an update, and it lets two mounts of the
same block carry different values.

* fix(catalog): serve the item's own directory so runtime paths resolve

Some compositions assemble their asset URLs at run time —
"compositions/components/" + texture + ".png" for the texture masks, a font the
compiler pulled into _remote_media — and no scan of the markup can see a string
that does not exist until a script concatenates it. Those items either rendered
black or were dropped to a video that had never been uploaded.

Each item that needs it now has its prepared directory published, and its
payload carries a <base> pointing at it, so any relative path the composition
invents resolves. caption-texture renders its masks again, and
variable-font-flex has a preview at all for the first time: its MP4 and poster
are both 403.

Both layouts are published, because which one a composition asks for differs
per item, and a directory only earns that if it is under 2 MB. The 12 MB
texture sheet keeps the recorded video it already had.

* fix(catalog): let the variables panel actually drive the composition

Every control on the panel was inert. The values reached the composition and
nothing repainted, because the payload had already been compiled: compiling
inlines a mounted component and resolves its variables into the markup and CSS,
so by the time a reader turns a knob there is nothing left to change.

An item that declares variables now ships uncompiled, keeping the mount the
runtime loads at run time, which is the only state where data-variable-values
still means anything. The component travels inline as a data URI rather than a
sibling file, because .html is the one type the docs host will not publish. The
demo's own pinned values come off, so the reader's choices reach the mount
instead of losing to the values the demo picked to show itself off.

Measured on the rendered frame rather than the DOM: green rgb(98,207,144),
blue rgb(6,6,199), violet rgb(177,147,230), and back to green.

docs/public/catalog drops from 48 MB to 35 MB along the way, since an
uncompiled payload carries far less than an inlined one.

* feat(catalog): keep variable changes in the url

A reader who tuned a piece lost it on reload, and had nothing to send anyone.
The values now live in the query string, scoped by composition id so two links
never read each other,and only the ones that differ from the defaults are
written, so changing one knob gives a short URL rather than every variable
spelled out.

replaceState rather than pushState: dragging a slider should not leave a trail
of history entries. An unreadable value is ignored rather than thrown, so a
truncated or hand-edited link opens the piece at its defaults.

* fix(catalog): only rewrite the url when a value actually changed

* refactor(catalog): memoise the declared defaults on their content

* feat(catalog): offer an install command carrying the tuned values

The Install block is generated before anyone touches a knob, so it can only
ever print the plain command. Someone who spent a minute tuning a piece copied
it and got the defaults back.

The panel now carries its own command in the Snippet tab, with --vars holding
exactly the values that differ. An untouched piece still offers the same short
command, so nothing gets noisier for the common case.

* fix(catalog): a piece with nothing to render is a skip, not a failure

caption-blend-difference is a stylesheet and a paragraph of prose — a class you
add to your own captions, with no standalone scene to show. The generator
treated that as a build failure, so every run ended by reporting something
broken when nothing was.

It now reports the shape it is and keeps its recorded video, which is the only
honest preview such an item has. A genuine render failure still throws.

* fix(catalog): restore variables from the url on a cold load

A shared link opened at the defaults. The first render happens on the server,
where there is no window to read the query string from, and React then hydrates
against that markup and never revisits it — so the values only appeared once you
touched a control.

The URL is read again after mount, which is the first moment it exists. The
value is also escaped once now rather than twice: URLSearchParams already
decodes on the way out, and decoding a second time turned an SVG path full of
percent-escapes into something that no longer parsed, besides doubling the
length of every link.

* fix(catalog): mount the preview with the values a link carried

The frame was built from the declared defaults and the shared values were
posted to it afterwards, which is too late for anything the composition reads
once at init: a path arrived after the mark had already been drawn from the
default one, so a link looked right in the panel and wrong on screen.

* feat(catalog): the install command follows the values you tuned

Copying the Install line gave the plain command back, because that block is
generated before anyone touches a knob and had no way to know what changed. The
tuned command only existed in the panel Snippet tab, which is not where anyone
looks for it.

The line now reads the same query string the panel writes, so the two agree
without either component knowing the other exists, and a shared link carries the
right command too. replaceState fires no event, so the panel announces its own
writes.

* fix(catalog): send a text variable to the preview once it is finished

Every other control in the explorer reports a whole value on every event: a
slider at any position is a position, a swatch is a colour. A text field is
not. Typing v3 into a badge posted v first, so the preview remounted and
rendered a composition built from half a word.

The post now waits while a text field has focus and goes out when the edit is
committed, with Enter or by clicking away. The field itself is unchanged and
still tracks every keystroke.

---------

Co-authored-by: Miguel Angel Simon Sierra <miguelangelsi07@gmail.com>
2026-08-10 22:40:01 -04:00

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---
title: "iPhone & MacBook 3D Showcase"
description: "Real GLTF iPhone 15 Pro Max and MacBook Pro models with live HTML-in-Canvas screen content, morphing glass lens, product review camera choreography, and 360° turntable."
---
import { InstallCommand } from "/snippets/install-command.jsx";
<video className="w-full aspect-video rounded-xl object-cover bg-zinc-100 dark:bg-zinc-800" src="https://static.heygen.ai/hyperframes-oss/docs/images/catalog/blocks/vfx-iphone-device.mp4" poster="https://static.heygen.ai/hyperframes-oss/docs/images/catalog/blocks/vfx-iphone-device.png" autoPlay muted loop playsInline />
## Install
<InstallCommand command="npx hyperframes add vfx-iphone-device" item="vfx-iphone-device" />
That writes `compositions/vfx-iphone-device.html`, plus 4 supporting files under `models/`.
<Danger>
Live preview needs the `chrome://flags/#canvas-draw-element` flag switched on.
Without it this item's screen renders black. Rendering from the CLI switches
it on for you. [How it works](/guides/html-in-canvas)
</Danger>
## Source
<Accordion title={`vfx-iphone-device.html`}>
```html
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=1920, height=1080" />
<title>Devices Canvas — HTML-in-Canvas API Showcase</title>
<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.147.0/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.147.0/examples/js/loaders/DRACOLoader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.147.0/examples/js/loaders/GLTFLoader.js"></script>
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
background: #050508;
overflow: hidden;
}
#root {
position: relative;
width: 1920px;
height: 1080px;
overflow: hidden;
background: #050508;
}
</style>
</head>
<body>
<div
id="root"
data-composition-id="devices-canvas"
data-width="1920"
data-height="1080"
data-start="0"
data-duration="15"
data-root="true"
>
<!-- LIVE HTML captured every frame via drawElementImage -->
<canvas
id="cap-phone"
layoutsubtree
width="390"
height="844"
style="
position: absolute;
top: 0;
left: 0;
width: 390px;
height: 844px;
z-index: -1;
pointer-events: none;
"
>
<div
id="phone-html"
style="
width: 390px;
height: 844px;
overflow: hidden;
font-family: Inter, system-ui, sans-serif;
color: #e2e8f0;
"
>
<div
id="phone-scroll"
style="background: linear-gradient(180deg, #0a0a12, #0f0f1a); transform: translateY(0)"
>
<div
style="
display: flex;
align-items: center;
justify-content: space-between;
padding: 14px 18px;
border-bottom: 1px solid rgba(255, 255, 255, 0.06);
"
>
<span
style="
font-weight: 800;
font-size: 14px;
background: linear-gradient(135deg, #34d399, #3b82f6);
-webkit-background-clip: text;
-webkit-text-fill-color: transparent;
"
>HyperFrames</span
><span
style="
font-size: 10px;
font-weight: 600;
padding: 5px 12px;
border-radius: 6px;
background: #10b981;
color: #fff;
"
>Log in</span
>
</div>
<div
id="phone-title"
style="
font-size: 26px;
font-weight: 800;
letter-spacing: -0.5px;
padding: 18px 18px 6px;
line-height: 1.1;
opacity: 0;
"
>
Community Playground
</div>
<div style="font-size: 11px; color: rgba(255, 255, 255, 0.4); padding: 0 18px 14px">
Made with HyperFrames
</div>
<div style="display: flex; gap: 6px; padding: 0 18px 14px">
<span
style="
font-size: 9px;
font-weight: 600;
padding: 4px 10px;
border-radius: 16px;
background: rgba(16, 185, 129, 0.15);
color: #10b981;
border: 1px solid rgba(16, 185, 129, 0.3);
"
>Examples</span
><span
id="phone-count"
style="
font-size: 9px;
font-weight: 600;
padding: 4px 10px;
border-radius: 16px;
border: 1px solid rgba(255, 255, 255, 0.1);
color: rgba(255, 255, 255, 0.5);
"
>Catalog 0</span
>
</div>
<div id="phone-cards" style="display: grid; gap: 10px; padding: 0 18px 18px"></div>
</div>
</div>
</canvas>
<canvas
id="cap-laptop"
layoutsubtree
width="1440"
height="900"
style="
position: absolute;
top: 0;
left: 0;
width: 1440px;
height: 900px;
z-index: -1;
pointer-events: none;
"
>
<div
id="laptop-html"
style="
width: 1440px;
height: 900px;
overflow: hidden;
font-family: Inter, system-ui, sans-serif;
color: #e2e8f0;
"
>
<div
id="laptop-scroll"
style="background: linear-gradient(180deg, #0a0a12, #0f0f1a); transform: translateY(0)"
>
<div
style="
display: flex;
align-items: center;
justify-content: space-between;
padding: 18px 36px;
border-bottom: 1px solid rgba(255, 255, 255, 0.06);
"
>
<span
style="
font-weight: 800;
font-size: 17px;
background: linear-gradient(135deg, #34d399, #3b82f6);
-webkit-background-clip: text;
-webkit-text-fill-color: transparent;
"
>HyperFrames</span
>
<div
style="display: flex; gap: 20px; font-size: 12px; color: rgba(255, 255, 255, 0.5)"
>
<span>Docs</span><span>Playground</span><span>Pricing</span>
</div>
<span
style="
font-size: 11px;
font-weight: 600;
padding: 6px 14px;
border-radius: 6px;
background: #10b981;
color: #fff;
"
>Log in</span
>
</div>
<div
id="laptop-title"
style="
font-size: 40px;
font-weight: 800;
letter-spacing: -1px;
padding: 28px 36px 10px;
opacity: 0;
"
>
Community Playground
</div>
<div style="font-size: 13px; color: rgba(255, 255, 255, 0.4); padding: 0 36px 18px">
Create videos with HTML — powered by HyperFrames
</div>
<div style="display: flex; gap: 8px; padding: 0 36px 20px">
<span
style="
font-size: 10px;
font-weight: 600;
padding: 5px 12px;
border-radius: 16px;
background: rgba(16, 185, 129, 0.15);
color: #10b981;
border: 1px solid rgba(16, 185, 129, 0.3);
"
>Examples</span
><span
id="laptop-count"
style="
font-size: 10px;
font-weight: 600;
padding: 5px 12px;
border-radius: 16px;
border: 1px solid rgba(255, 255, 255, 0.1);
color: rgba(255, 255, 255, 0.5);
"
>Catalog 0</span
>
</div>
<div
id="laptop-cards"
style="
display: grid;
grid-template-columns: repeat(3, 1fr);
gap: 14px;
padding: 0 36px 36px;
"
></div>
</div>
</div>
</canvas>
<canvas
id="theater"
width="1920"
height="1080"
style="position: absolute; top: 0; left: 0; width: 1920px; height: 1080px"
></canvas>
<div
id="driver"
class="clip"
data-start="0"
data-duration="15"
data-track-index="0"
style="position: absolute; width: 1px; height: 1px; opacity: 0; pointer-events: none"
></div>
</div>
<script>
var W = 1920,
H = 1080,
PI = Math.PI;
// ── Renderer ───────────────────────────────────────────────────────
var renderer = new THREE.WebGLRenderer({
canvas: document.getElementById("theater"),
antialias: true,
preserveDrawingBuffer: true,
});
renderer.setSize(W, H, false);
renderer.setPixelRatio(1);
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.15;
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.setClearColor(0x050508, 1);
var scene = new THREE.Scene();
scene.background = new THREE.Color(0x050508);
var camera = new THREE.PerspectiveCamera(34, W / H, 0.1, 100);
// ── Environment Map ────────────────────────────────────────────────
var eC = document.createElement("canvas");
eC.width = 1024;
eC.height = 512;
var ec = eC.getContext("2d");
var eg = ec.createLinearGradient(0, 0, 1024, 512);
eg.addColorStop(0, "#020307");
eg.addColorStop(0.15, "#1a1a2e");
eg.addColorStop(0.3, "#ffffff");
eg.addColorStop(0.45, "#0a0a1e");
eg.addColorStop(0.6, "#ffffff");
eg.addColorStop(0.75, "#1e1e2e");
eg.addColorStop(1, "#020307");
ec.fillStyle = eg;
ec.fillRect(0, 0, 1024, 512);
ec.globalCompositeOperation = "screen";
for (var ei = 0; ei < 7; ei++) {
ec.fillStyle = "rgba(255,255,255," + (ei % 2 === 0 ? 0.15 : 0.08) + ")";
ec.fillRect((ei % 3) * 100, 60 + ei * 56, 700, 3 + (ei % 2) * 2);
}
var eT = new THREE.CanvasTexture(eC);
eT.mapping = THREE.EquirectangularReflectionMapping;
var pm = new THREE.PMREMGenerator(renderer);
scene.environment = pm.fromEquirectangular(eT).texture;
eT.dispose();
pm.dispose();
// ── Background ─────────────────────────────────────────────────────
scene.add(
new THREE.Mesh(
new THREE.PlaneGeometry(22, 14),
new THREE.ShaderMaterial({
uniforms: {},
vertexShader:
"varying vec2 v;void main(){v=uv;gl_Position=projectionMatrix*modelViewMatrix*vec4(position,1.0);}",
fragmentShader:
"varying vec2 v;void main(){vec3 c=vec3(0.02,0.02,0.03);c+=vec3(0.05,0.02,0.1)*exp(-pow(length(v-vec2(0.3,0.55)),2.0)*5.0);c+=vec3(0.02,0.05,0.1)*exp(-pow(length(v-vec2(0.7,0.45)),2.0)*5.0);gl_FragColor=vec4(c,1.0);}",
depthWrite: false,
}),
),
).position.z = -6;
var floor = new THREE.Mesh(
new THREE.PlaneGeometry(30, 30),
new THREE.MeshStandardMaterial({ color: 0x050508, metalness: 0.95, roughness: 0.18 }),
);
floor.rotation.x = -PI / 2;
floor.position.y = -2.5;
scene.add(floor);
scene.add(new THREE.AmbientLight(0x222233, 0.5));
var kL = new THREE.DirectionalLight(0xffffff, 2.2);
kL.position.set(-3, 4, 5);
scene.add(kL);
var rL = new THREE.PointLight(0x6366f1, 3, 15);
rL.position.set(4, 2, 3);
scene.add(rL);
var wL = new THREE.PointLight(0xffc8a8, 1.5, 12);
wL.position.set(-3, -1, 4);
scene.add(wL);
// ── Live HTML → WebGL Texture ─
var capPhoneCvs = document.getElementById("cap-phone");
var capPhoneCtx = capPhoneCvs.getContext("2d");
var phoneHtmlEl = document.getElementById("phone-html");
var phoneScrollEl = document.getElementById("phone-scroll");
var capLapCvs = document.getElementById("cap-laptop");
var capLapCtx = capLapCvs.getContext("2d");
var lapHtmlEl = document.getElementById("laptop-html");
var lapScrollEl = document.getElementById("laptop-scroll");
var apiOk = (function () {
var tc = document.createElement("canvas");
if (!("layoutSubtree" in tc)) return false;
tc.setAttribute("layoutsubtree", "");
var ctx = tc.getContext("2d");
return ctx && typeof ctx.drawElementImage === "function";
})();
var paintReady = false;
// Generate card HTML for both screens
var cardData = [
{
bg: "linear-gradient(135deg,#1e3a5f,#2563eb)",
text: "100M+ AI team",
title: "Notion Showcase",
meta: "15s · 1920×1080",
},
{
bg: "linear-gradient(135deg,#4a1942,#db2777)",
text: "Design System v4",
title: "Dribbble Showcase",
meta: "12s · 1920×1080",
},
{
bg: "linear-gradient(135deg,#451a03,#f59e0b)",
text: "$1.9T Market Cap",
title: "Stripe Showcase",
meta: "10s · 1920×1080",
},
{
bg: "linear-gradient(135deg,#064e3b,#10b981)",
text: "Ship faster with AI",
title: "Vercel Promo",
meta: "20s · 1080×1920",
},
{
bg: "linear-gradient(135deg,#1e3a5f,#3b82f6)",
text: "Privacy App",
title: "iPhone App Store",
meta: "8s · 1080×1920",
},
{
bg: "linear-gradient(135deg,#4a1942,#a855f7)",
text: "Audio Visualizer",
title: "Spotify Remix",
meta: "15s · 1920×1080",
},
{
bg: "linear-gradient(135deg,#064e3b,#059669)",
text: "Code Animation",
title: "Terminal Demo",
meta: "12s · 1920×1080",
},
{
bg: "linear-gradient(135deg,#451a03,#d97706)",
text: "Launch Video",
title: "Product Hunt",
meta: "30s · 1920×1080",
},
{
bg: "linear-gradient(135deg,#1e3a5f,#6366f1)",
text: "3D Devices",
title: "Device Mockups",
meta: "15s · 1920×1080",
},
];
function makeCardHTML(cd, isMobile) {
var fs = isMobile ? 12 : 16;
return (
'<div style="background:rgba(255,255,255,0.03);border:1px solid rgba(255,255,255,0.06);border-radius:' +
(isMobile ? 10 : 12) +
'px;overflow:hidden;opacity:0" class="anim-card">' +
'<div style="width:100%;aspect-ratio:16/9;background:' +
cd.bg +
';display:flex;align-items:center;justify-content:center"><span style="font-size:' +
fs +
'px;font-weight:700;color:rgba(255,255,255,0.7)">' +
cd.text +
"</span></div>" +
'<div style="padding:' +
(isMobile ? "8px 10px" : "10px 14px") +
'"><div style="font-size:' +
(isMobile ? 11 : 13) +
'px;font-weight:600;margin-bottom:2px">' +
cd.title +
'</div><div style="font-size:' +
(isMobile ? 9 : 10) +
'px;color:rgba(255,255,255,0.3)">' +
cd.meta +
"</div></div></div>"
);
}
var phoneCardsEl = document.getElementById("phone-cards");
var laptopCardsEl = document.getElementById("laptop-cards");
for (var ci = 0; ci < cardData.length; ci++) {
if (ci < 6) phoneCardsEl.innerHTML += makeCardHTML(cardData[ci], true);
laptopCardsEl.innerHTML += makeCardHTML(cardData[ci], false);
}
var phoneTex = new THREE.CanvasTexture(capPhoneCvs);
phoneTex.minFilter = THREE.LinearFilter;
phoneTex.magFilter = THREE.LinearFilter;
phoneTex.generateMipmaps = false;
var lapTex = new THREE.CanvasTexture(capLapCvs);
lapTex.minFilter = THREE.LinearFilter;
lapTex.magFilter = THREE.LinearFilter;
lapTex.generateMipmaps = false;
function captureScreens() {
if (!apiOk || !paintReady) return;
try {
capPhoneCtx.clearRect(0, 0, 390, 844);
capPhoneCtx.drawElementImage(phoneHtmlEl, 0, 0, 390, 844);
capLapCtx.clearRect(0, 0, 1440, 900);
capLapCtx.drawElementImage(lapHtmlEl, 0, 0, 1440, 900);
phoneTex.needsUpdate = true;
lapTex.needsUpdate = true;
} catch (e) {}
}
// ── Turntable Group (both devices rotate together for 360° orbit) ──
var turntable = new THREE.Group();
scene.add(turntable);
// ── Model Groups ───────────────────────────────────────────────────
var phoneGrp = new THREE.Group();
turntable.add(phoneGrp);
var lapGrp = new THREE.Group();
turntable.add(lapGrp);
var ready = 0;
var draco = new THREE.DRACOLoader();
draco.setDecoderPath("https://www.gstatic.com/draco/versioned/decoders/1.5.6/");
var loader = new THREE.GLTFLoader();
loader.setDRACOLoader(draco);
// ── Morphing Glass Lens (single, shared between devices) ───────────
var glassMat = new THREE.MeshPhysicalMaterial({
color: 0xffffff,
metalness: 0,
roughness: 0.02,
transmission: 1,
thickness: 1.8,
ior: 1.45,
attenuationColor: new THREE.Color(0xe8f4ff),
attenuationDistance: 10,
clearcoat: 1,
clearcoatRoughness: 0.03,
specularIntensity: 1,
envMapIntensity: 2.5,
transparent: true,
opacity: 0.85,
side: THREE.DoubleSide,
});
var glassGeos = [
new THREE.SphereGeometry(0.22, 32, 32),
new THREE.IcosahedronGeometry(0.22, 1),
new THREE.OctahedronGeometry(0.25, 0),
new THREE.DodecahedronGeometry(0.22, 0),
new THREE.TetrahedronGeometry(0.28, 0),
new THREE.TorusGeometry(0.16, 0.07, 16, 32),
];
var glassLens = new THREE.Mesh(glassGeos[0], glassMat);
glassLens.renderOrder = 10;
// iPhone
// The replacement device models carry UVs authored for a tiling material
// (the laptop panel runs u -6.3..6.3), so mapping one screen image onto
// them clamps at the edges and smears the last row of pixels across the
// whole panel. Both screens are flat planes, so derive planar UVs from
// the mesh's own bounds instead of trusting what shipped.
function planarScreenUv(mesh) {
var g = mesh.geometry;
g.computeBoundingBox();
var bb = g.boundingBox;
var pos = g.attributes.position;
var w = bb.max.x - bb.min.x || 1;
var h = bb.max.y - bb.min.y || 1;
var uv = new Float32Array(pos.count * 2);
for (var i = 0; i < pos.count; i++) {
uv[i * 2] = (pos.getX(i) - bb.min.x) / w;
uv[i * 2 + 1] = (pos.getY(i) - bb.min.y) / h;
}
g.setAttribute("uv", new THREE.BufferAttribute(uv, 2));
}
// These compositions were authored around a model whose screen faced -Z
// (the old asset's display plane sat at its minimum Z) and every camera
// move and spin in the timeline assumes it. The replacement faces +Z, so
// align the model rather than re-time the animation. Reads the model's
// own parts, so a re-export facing the other way still lands right.
function alignScreenToMinusZ(root, frontName, backName) {
var front = root.getObjectByName(frontName);
var back = root.getObjectByName(backName);
if (!front || !back) return;
// matrixWorld is only refreshed during a render, and this runs at load,
// so without this the two parts both read as the origin and the test
// silently never fires.
root.updateWorldMatrix(true, true);
var fp = new THREE.Vector3();
var bp = new THREE.Vector3();
front.getWorldPosition(fp);
back.getWorldPosition(bp);
if (fp.z > bp.z) root.rotation.y += Math.PI;
}
loader.load("models/iphone.glb", function (gltf) {
var m = gltf.scene;
var box = new THREE.Box3().setFromObject(m);
var sz = box.getSize(new THREE.Vector3());
var s = 3.2 / sz.y;
m.scale.setScalar(s);
box.setFromObject(m);
m.position.sub(box.getCenter(new THREE.Vector3()));
m.traverse(function (child) {
if (!child.isMesh) return;
// `front-glass` is the display face; Blender's exporter suffixes the
// mesh name and leaves the node name bare, so match the prefix.
if (child.name.indexOf("front-glass") === 0) {
planarScreenUv(child);
child.material = new THREE.MeshBasicMaterial({ map: phoneTex });
}
});
scene.add(glassLens);
alignScreenToMinusZ(m, "front-glass", "rear-window");
phoneGrp.add(m);
ready++;
if (ready === 2) onReady();
});
// MacBook
loader.load("models/macbook.glb", function (gltf) {
var m = gltf.scene;
var box = new THREE.Box3().setFromObject(m);
var sz = box.getSize(new THREE.Vector3());
var s = 4.5 / Math.max(sz.x, sz.z);
m.scale.setScalar(s);
box.setFromObject(m);
m.position.sub(box.getCenter(new THREE.Vector3()));
m.traverse(function (child) {
// `display` is the panel. `display-notch` is the bezel cut-out beside
// it and must keep its own material, so this cannot be a prefix test.
if (child.isMesh && child.name.replace(/\.\d+$/, "") === "display") {
planarScreenUv(child);
child.material = new THREE.MeshBasicMaterial({ map: lapTex });
}
});
lapGrp.add(m);
ready++;
if (ready === 2) onReady();
});
function onReady() {
requestAnimationFrame(function () {
requestAnimationFrame(function () {
paintReady = true;
captureScreens();
window.__timelines = window.__timelines || {};
window.__timelines["devices-canvas"] = tl;
});
});
}
// ── Cubic Bezier Implementation ────────────────────────────────────
function cbz(p1x, p1y, p2x, p2y) {
var ax = 3 * p1x - 3 * p2x + 1,
bx = 3 * p2x - 6 * p1x,
cx = 3 * p1x;
var ay = 3 * p1y - 3 * p2y + 1,
by = 3 * p2y - 6 * p1y,
cy = 3 * p1y;
return function (t) {
var s = t;
for (var i = 0; i < 12; i++) {
var x = ((ax * s + bx) * s + cx) * s - t;
var dx = (3 * ax * s + 2 * bx) * s + cx;
if (Math.abs(dx) < 1e-10) break;
s -= x / dx;
}
s = Math.max(0, Math.min(1, s));
return ((ay * s + by) * s + cy) * s;
};
}
var enterEase = cbz(0.16, 1.0, 0.3, 1.0);
var spinEase = cbz(0.76, 0.0, 0.18, 1.0);
var driftEase = cbz(0.45, 0.0, 0.15, 1.0);
var snapEase = cbz(0.22, 1.15, 0.36, 1.0);
var breatheEase = cbz(0.37, 0.0, 0.63, 1.0);
// ── Animation State ────────────────────────────────────────────────
var S = {
phX: 0,
phY: 0.1,
phZ: 0.5,
phRX: 0,
phRY: PI,
phRZ: 0,
lpX: 10,
lpY: -0.2,
lpZ: -0.6,
lpRX: 0,
lpRY: 0,
lpRZ: 0,
cX: 0,
cY: 0.15,
cZ: 2.8,
clX: 0,
clY: 0.1,
clZ: 0,
drift: 0,
turn: 0,
scroll: 0,
cardReveal: 0,
titleFade: 0,
counter: 0,
p: 0,
};
function render() {
var d = S.drift;
// ── Animate live HTML content (captured to texture every frame) ──
// Title fade-in
document.getElementById("phone-title").style.opacity = S.titleFade;
document.getElementById("laptop-title").style.opacity = S.titleFade;
// Counter
var cnt = Math.round(S.counter);
document.getElementById("phone-count").textContent = "Catalog " + cnt;
document.getElementById("laptop-count").textContent = "Catalog " + cnt;
// Staggered card reveal
var allCards = document.querySelectorAll(".anim-card");
for (var ci2 = 0; ci2 < allCards.length; ci2++) {
var cardProgress = Math.max(0, Math.min(1, (S.cardReveal * allCards.length - ci2) * 1.5));
allCards[ci2].style.opacity = cardProgress;
allCards[ci2].style.transform = "translateY(" + (1 - cardProgress) * 15 + "px)";
}
// Scroll
phoneScrollEl.style.transform = "translateY(-" + S.scroll * 500 + "px)";
lapScrollEl.style.transform = "translateY(-" + S.scroll * 300 + "px)";
// Re-capture HTML to texture
captureScreens();
phoneGrp.position.set(
S.phX + Math.sin(d * 0.5) * 0.015,
S.phY + Math.sin(d * 0.7) * 0.008,
S.phZ + Math.cos(d * 0.4) * 0.008,
);
phoneGrp.rotation.set(S.phRX, S.phRY, S.phRZ);
lapGrp.position.set(
S.lpX - Math.sin(d * 0.4) * 0.012,
S.lpY + Math.sin(d * 0.6) * 0.006,
S.lpZ + Math.cos(d * 0.35) * 0.008,
);
lapGrp.rotation.set(S.lpRX, S.lpRY, S.lpRZ);
turntable.rotation.y = S.turn;
// Single morphing glass — orbits around device edges, never overlaps screen
var t = tl.time();
var geoIdx = Math.floor(d * 0.8) % glassGeos.length;
if (glassLens.geometry !== glassGeos[geoIdx]) glassLens.geometry = glassGeos[geoIdx];
glassLens.rotation.set(d * 0.7, d * 0.9, d * 0.4);
// Glass glides across screen surface — hide during rotations to avoid clipping
glassLens.visible = t < 3.3 || (t >= 9.5 && t < 12.5) || t >= 13.5;
var gx, gy, gz;
if (t < 7) {
// Slide across iPhone screen face
var px = phoneGrp.position.x,
py = phoneGrp.position.y,
pz = phoneGrp.position.z;
gx = px + Math.sin(d * 1.4) * 0.35;
gy = py + Math.cos(d * 1.1) * 0.6;
gz = pz + 0.15;
} else if (t < 11) {
// Slide across MacBook screen face
var lx2 = lapGrp.position.x,
ly2 = lapGrp.position.y,
lz2 = lapGrp.position.z;
gx = lx2 + Math.sin(d * 1.2) * 1.2;
gy = ly2 + 0.3 + Math.cos(d * 0.9) * 0.6;
gz = lz2 + 0.2;
} else {
// Glide between both screens
var mx = (phoneGrp.position.x + lapGrp.position.x) * 0.5;
var my = (phoneGrp.position.y + lapGrp.position.y) * 0.5;
gx = mx + Math.sin(d * 1.0) * 1.5;
gy = my + 0.2 + Math.cos(d * 0.8) * 0.5;
gz = 0.3;
}
glassLens.position.set(gx, gy, gz);
camera.position.set(S.cX, S.cY, S.cZ);
camera.lookAt(S.clX, S.clY, S.clZ);
renderer.render(scene, camera);
}
// ── GSAP Timeline — Product Review Edit ────────────────────────────
// __timelines created in onReady() after GLTF models load
var tl = gsap.timeline({ paused: true });
tl.to(S, { p: 1, drift: 15, duration: 15, ease: "none", onUpdate: render }, 0);
// ── Act 1 (03.5s): iPhone FRONT — hero close-up showing hyperframes.dev
tl.to(S, { phRY: PI + 0.06, phRX: 0.015, duration: 1.5, ease: breatheEase }, 0.3);
tl.to(S, { phRY: PI - 0.04, phRX: -0.01, duration: 1.5, ease: breatheEase }, 1.8);
// ── Act 2 (3.57s): iPhone spins 180° to show BACK (camera, titanium, Apple logo)
tl.to(S, { phRY: PI * 2, duration: 2.2, ease: spinEase }, 3.5);
tl.to(S, { cZ: 4.8, cY: 0.25, duration: 2, ease: driftEase }, 3.5);
// Hold back view — slight orbit to appreciate hardware
tl.to(
S,
{ phRY: PI * 2 + 0.15, phRX: 0.04, cX: 0.15, duration: 1.5, ease: breatheEase },
5.5,
);
// ── Act 3 (79s): iPhone spins back to front, then exits LEFT off screen
tl.to(S, { phRY: PI * 3, duration: 1.8, ease: snapEase }, 7);
tl.to(S, { cZ: 3.5, cY: 0.2, duration: 1.5, ease: driftEase }, 7);
tl.to(S, { phX: -6, phZ: 0.3, duration: 2, ease: spinEase }, 8);
// ── Act 4 (911s): MacBook enters from right, hero close-up
tl.to(S, { lpX: 0, duration: 2, ease: enterEase }, 9);
tl.to(S, { cX: 0, clX: 0, cZ: 5, cY: 0.3, clY: -0.1, duration: 2, ease: driftEase }, 9);
tl.to(S, { lpRY: 0.06, duration: 1.5, ease: breatheEase }, 10);
// ── Act 5 (1112.5s): iPhone returns, both settle for turntable
tl.to(S, { phX: -2.0, duration: 1.5, ease: enterEase }, 11);
tl.to(S, { lpX: 2.2, duration: 1.5, ease: breatheEase }, 11);
tl.to(
S,
{ cX: 0.1, clX: 0.1, cZ: 7.5, cY: 0.5, clY: -0.1, duration: 1.5, ease: driftEase },
11,
);
tl.to(S, { phRY: PI * 3, lpRY: 0, duration: 1, ease: breatheEase }, 11);
// ── Act 6 (12.515s): 360° turntable — both devices rotate together
tl.to(S, { turn: PI * 2, duration: 2.5, ease: spinEase }, 12.5);
// ── Live HTML Animations (captured to 3D textures every frame) ──
// Title fade in
tl.to(S, { titleFade: 1, duration: 0.8, ease: breatheEase }, 0.3);
// Counter animates up
tl.to(S, { counter: 43, duration: 2, ease: driftEase }, 0.5);
// Cards stagger in (0→1 reveals all cards sequentially)
tl.to(S, { cardReveal: 1, duration: 3, ease: breatheEase }, 0.8);
// Scroll during hero shots
tl.to(S, { scroll: 0.6, duration: 3, ease: breatheEase }, 1.5);
tl.to(S, { scroll: 0, duration: 1.5, ease: driftEase }, 7);
// Scroll on MacBook reveal
tl.to(S, { scroll: 0.8, duration: 3, ease: breatheEase }, 9.5);
tl.to(S, { scroll: 0.3, duration: 2, ease: driftEase }, 13);
// __timelines registered in onReady() after GLTF models load
</script>
</body>
</html>
```
</Accordion>
## Usage
After installing, add the block to your host composition:
```html
<div data-composition-id="vfx-iphone-device" data-composition-src="compositions/vfx-iphone-device.html" data-start="0" data-duration="15" data-track-index="1" data-width="1920" data-height="1080"></div>
```
{/* hf:generated-footer */}
Tagged `html-in-canvas` `3d` `device` `iphone` `macbook` `gltf`.
## Related topics
- [Browse the complete Catalog](/catalog)
- [Add assets and Catalog items in Studio](/studio/assets-and-blocks)
- [Build a richer composition](/go-further)