Files
hyperframes/docs/catalog/components/facet-morph.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: "Facet Morph"
description: "A faceted low-poly mass of 36 triangles continuously reshapes between three authored silhouettes (blob, mark, badge) with per-facet flat shading that recomputes as the vertices move. Light reads from the upper left; lit facets lift toward a pale accent-tinted tone while turned-away facets fall toward near-black. One calm continuous morph, then a settled hold."
---
import { InstallCommand } from "/snippets/install-command.jsx";
import { VariablesExplorer } from "/snippets/variables-explorer.jsx";
<VariablesExplorer
previewSrc="/public/catalog/components/facet-morph.json"
compositionId="facet-morph"
compositionSrc="compositions/components/facet-morph.html"
variables={[{"id":"forms","type":"string","role":"content","label":"Forms","description":"Comma-separated silhouette sequence from blob, mark, badge.","default":"blob,mark,badge"},{"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},{"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"}]},{"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"}]}]}
>
```html facet-morph.html
<!doctype html>
<!--
facet-morph: HyperFrames video primitive (intros and reveals / morph)
Concept: a faceted low-poly mass (36 triangles, one SVG) continuously
reshapes between three authored silhouettes (blob, mark, badge) with
per-facet flat shading that recomputes as the vertices move. Light reads
from the upper left: facets turned toward it lift toward a pale accent-
tinted tone, facets turned away fall toward near-black. The register is
the ordinaryfolk reshaping-mass beat: one calm continuous morph, no pops.
Wave L, unit L2. Reference: motion-reference/ordinaryfolkco
2001090228958752945 sheet-02 (the continuously reshaping faceted mass).
Determinism: vertex positions are authored keyframe tables (per-silhouette
radius, jitter, and center rows) interpolated as a PURE FUNCTION of
timeline time. One linear driver tween owns the whole life of the mass;
its onUpdate recomputes every vertex and every facet fill from t alone,
so forward, backward, and shuffled seeks land byte-identical frames.
The wobble that keeps the mass alive is built from fixed-phase sine
terms (phases from a fixed-seed LCG, baked once at mount).
Paint law: facet geometry AND facet color are written as ATTRIBUTES
(points / fill / stroke) on every update. Nothing tweens a var() color
string and nothing relies on CSS repaint of SVG presentation properties
under seeks. Contract tokens are resolved to concrete rgb once at mount
(via a probe element), then mixed numerically in JS.
Variables (declared in data-composition-variables below):
- forms (string, default "blob,mark,badge"): comma-separated silhouette
sequence. Valid names: blob, mark, badge. Unknown names are dropped;
an empty result falls back to the default sequence.
- hold_last (boolean, default true): true decays the wobble and holds
the final silhouette dead still; false keeps the mass slowly
breathing between the last two silhouettes through the hold.
- accent (green | blue | violet, default green): tint of the lit
facets. green maps to --brand, blue to --accent, violet to --accent-2.
- exit (none | fade | up, default none): outgoing transition. none
holds the settled mass (frame roots own transitions).
Envelope (fixed IN/OUT, elastic HOLD only, never gsap.timeScale()):
IN = 0.55s entrance + one 1.45s morph leg per silhouette step
(0.35s dwell between legs) + 0.55s wobble decay
HOLD = elastic = max(0, D - (IN + OUT))
OUT = 0.45s when exit is fade or up, 0 when exit is none
If D < IN + OUT, IN and OUT scale down together so IN + OUT == D.
Sync point: form-lock when the mass reaches its final silhouette
(3.95s at the 3-form default). Dispatches a bubbling hf:sfx CustomEvent
with id "facet-settle-soft" there. This primitive never plays audio.
Mount contract: MOUNTABLE SUB-COMPOSITION. The runtime clones only
<template> contents; #root fills the host box (inset:0, container-type:
size), has no data-width/data-height, and registers one paused timeline
under the literal "facet-morph" key. Variables come from
window.__hyperframes.getVariables().
-->
<html
lang="en"
data-composition-id="facet-morph"
data-composition-duration="5"
data-composition-variables='[
{ "id": "forms", "type": "string", "role": "content", "label": "Forms", "description": "Comma-separated silhouette sequence from blob, mark, badge.", "default": "blob,mark,badge" },
{ "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 },
{ "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" }] },
{ "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" }] }
]'
>
<head>
<meta charset="UTF-8" />
<title>Facet Morph</title>
</head>
<body>
<template>
<div id="root" data-composition-id="facet-morph" data-duration="5" data-fps="30">
<style>
*,
*::before,
*::after {
box-sizing: border-box;
}
#root {
position: absolute;
inset: 0;
container-type: size;
isolation: isolate;
overflow: hidden;
background: var(--bg, #0b0c0e);
color: var(--fg, #f8fafc);
font-family: var(--font-body, Inter, system-ui, sans-serif);
}
.fm-clip {
position: absolute;
inset: 0;
display: grid;
place-items: center;
overflow: hidden;
}
/* A very soft stage vignette keeps the mass grounded on flat
token backgrounds without inventing a light band (that is
light-sweep-pass territory). */
.fm-clip::before {
content: "";
position: absolute;
inset: 0;
background: radial-gradient(
ellipse at 42% 38%,
color-mix(in srgb, var(--fg, #f8fafc) 4%, transparent) 0%,
transparent 68%
);
}
.fm-stage {
display: grid;
place-items: center;
width: 100%;
height: 100%;
will-change: transform, opacity;
}
.fm-svg {
width: 74cqmin;
height: 74cqmin;
overflow: visible;
}
.fm-svg polygon {
stroke-width: 0.22;
stroke-linejoin: round;
}
</style>
<div
id="facet-morph-clip"
class="fm-clip clip"
data-start="0"
data-duration="5"
data-track-index="0"
>
<div class="fm-stage">
<svg
class="fm-svg"
viewBox="0 0 100 100"
role="img"
aria-label="Reshaping faceted mass"
>
<g class="fm-mesh"></g>
</svg>
</div>
</div>
<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
<script>
(function () {
"use strict";
var SVG_NS = "http://www.w3.org/2000/svg";
var root = document.getElementById("root");
// Literal id: mount flattening strips data-composition-id from the
// live root before this timeline registers.
var compositionId = "facet-morph";
var stage = root.querySelector(".fm-stage");
var mesh = root.querySelector(".fm-mesh");
var vars =
window.__hyperframes && window.__hyperframes.getVariables
? window.__hyperframes.getVariables()
: {};
/* ---------------- variables ---------------- */
var accentTokens = {
green: "var(--brand, #22c55e)",
blue: "var(--accent, #38bdf8)",
violet: "var(--accent-2, #c5a3ff)",
};
var accent = Object.prototype.hasOwnProperty.call(accentTokens, vars.accent)
? vars.accent
: "green";
// The bundler mirrors composition variables as scoped CSS custom
// props, so this unit's own accent variable can shadow the contract
// --accent token ("blue" is a valid CSS color). When the shadow is
// present, fall back to the literal contract value.
var shadowedAccent = getComputedStyle(root).getPropertyValue("--accent").trim();
if (
shadowedAccent === "green" ||
shadowedAccent === "blue" ||
shadowedAccent === "violet"
) {
accentTokens.blue = "#38bdf8";
}
var holdLast = !(vars.hold_last === false || vars.hold_last === "false");
// INVARIANT: only none | fade | up reaches the timeline.
var exit = vars.exit === "fade" || vars.exit === "up" ? vars.exit : "none";
/* ---------------- authored keyframe tables ----------------
Each silhouette is one row set: 18 outer radii, 18 outer
angular jitters (deg), 9 inner radii, 9 inner jitters (deg),
a center, and a whole-mass rotation (deg). Angles are fixed
spokes (outer every 20deg, inner every 40deg offset 20deg,
both starting at 12 o'clock), so any two rows interpolate
vertex-for-vertex. */
var FORMS = {
// Irregular craggy rock, the reference's opening mass.
blob: {
outerR: [34, 39, 31, 36, 41, 33, 29, 37, 40, 32, 35, 30, 38, 34, 28, 36, 39, 33],
outerJ: [3, -5, 6, -2, 4, -6, 2, 5, -4, 3, -3, 6, -5, 2, 4, -2, -6, 5],
innerR: [16, 19, 14, 20, 17, 13, 18, 15, 19],
innerJ: [8, -10, 12, -6, 9, -12, 7, 11, -8],
cx: 50,
cy: 51,
rot: 0,
},
// A peaked asymmetric shard, the reference's closing frames.
mark: {
outerR: [48, 40, 28, 22, 19, 17, 16, 17, 19, 21, 23, 22, 19, 17, 19, 25, 34, 44],
outerJ: [-2, 6, -8, 4, -3, 5, -6, 2, 4, -5, 3, -4, 6, -2, 5, -7, 3, -4],
innerR: [20, 13, 10, 8, 9, 8, 10, 11, 15],
innerJ: [-6, 9, -11, 7, -8, 10, -7, 6, -9],
cx: 50,
cy: 56,
rot: -7,
},
// A wide-shouldered shield settling toward a point.
badge: {
outerR: [36, 37, 35, 34, 33, 30, 27, 25, 24, 33, 24, 25, 27, 30, 33, 34, 35, 37],
outerJ: [0, 2, -2, 1, -1, 2, -2, 1, 3, 0, -3, -1, 2, -2, 1, -1, 2, -2],
innerR: [18, 17, 16, 13, 12, 12, 13, 16, 17],
innerJ: [4, -5, 6, -4, 5, -6, 4, -5, 6],
cx: 50,
cy: 49,
rot: 5,
},
};
var requested = String(vars.forms == null ? "" : vars.forms)
.split(",")
.map(function (name) {
return name.trim().toLowerCase();
})
.filter(function (name) {
return Object.prototype.hasOwnProperty.call(FORMS, name);
});
var formNames = requested.length > 0 ? requested : ["blob", "mark", "badge"];
var formRows = formNames.map(function (name) {
return FORMS[name];
});
/* ---------------- fixed-seed facet tables ----------------
Wobble phases and per-facet tilts come from one LCG baked at
mount. Same seed, same mesh, every mount. */
var OUTER = 18;
var INNER = 9;
var lcgState = 0x0f4c37ed;
function lcg() {
lcgState = (Math.imul(1664525, lcgState) + 1013904223) >>> 0;
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>
```
</VariablesExplorer>
## Install
<InstallCommand command="npx hyperframes add facet-morph" item="facet-morph" />
That writes one file: `compositions/components/facet-morph.html`.
## Paste it into your composition
Open `compositions/components/facet-morph.html` and copy what is inside into your own composition.
A component has no size or duration of its own. It takes both from the composition
you paste it into.
## Variables
Every one of these has a default, so the piece works untouched. Set the ones you
want to change on the element:
| Variable | Default | Accepts | What it does |
| --- | --- | --- | --- |
| `forms` | `blob,mark,badge` | string | Comma-separated silhouette sequence from blob, mark, badge. |
| `hold_last` | `true` | boolean | True settles dead still on the final silhouette; false keeps the mass slowly breathing through the hold. |
| `accent` | `green` | `green`, `blue`, `violet` | Tint of the lit facets. |
| `exit` | `none` | `none`, `fade`, `up` | Outgoing transition. None holds the settled mass. |
Set them with `data-variable-values` on the element that mounts it. These are the
defaults, so this behaves exactly like the preview above until you change one:
```html wrap
<div
data-composition-id="facet-morph"
data-composition-src="compositions/components/facet-morph.html"
data-variable-values='{"forms":"blob,mark,badge","hold_last":true,"accent":"green","exit":"none"}'
></div>
```
## Source
<Accordion title={`facet-morph.html`}>
```html
<!doctype html>
<!--
facet-morph: HyperFrames video primitive (intros and reveals / morph)
Concept: a faceted low-poly mass (36 triangles, one SVG) continuously
reshapes between three authored silhouettes (blob, mark, badge) with
per-facet flat shading that recomputes as the vertices move. Light reads
from the upper left: facets turned toward it lift toward a pale accent-
tinted tone, facets turned away fall toward near-black. The register is
the ordinaryfolk reshaping-mass beat: one calm continuous morph, no pops.
Wave L, unit L2. Reference: motion-reference/ordinaryfolkco
2001090228958752945 sheet-02 (the continuously reshaping faceted mass).
Determinism: vertex positions are authored keyframe tables (per-silhouette
radius, jitter, and center rows) interpolated as a PURE FUNCTION of
timeline time. One linear driver tween owns the whole life of the mass;
its onUpdate recomputes every vertex and every facet fill from t alone,
so forward, backward, and shuffled seeks land byte-identical frames.
The wobble that keeps the mass alive is built from fixed-phase sine
terms (phases from a fixed-seed LCG, baked once at mount).
Paint law: facet geometry AND facet color are written as ATTRIBUTES
(points / fill / stroke) on every update. Nothing tweens a var() color
string and nothing relies on CSS repaint of SVG presentation properties
under seeks. Contract tokens are resolved to concrete rgb once at mount
(via a probe element), then mixed numerically in JS.
Variables (declared in data-composition-variables below):
- forms (string, default "blob,mark,badge"): comma-separated silhouette
sequence. Valid names: blob, mark, badge. Unknown names are dropped;
an empty result falls back to the default sequence.
- hold_last (boolean, default true): true decays the wobble and holds
the final silhouette dead still; false keeps the mass slowly
breathing between the last two silhouettes through the hold.
- accent (green | blue | violet, default green): tint of the lit
facets. green maps to --brand, blue to --accent, violet to --accent-2.
- exit (none | fade | up, default none): outgoing transition. none
holds the settled mass (frame roots own transitions).
Envelope (fixed IN/OUT, elastic HOLD only, never gsap.timeScale()):
IN = 0.55s entrance + one 1.45s morph leg per silhouette step
(0.35s dwell between legs) + 0.55s wobble decay
HOLD = elastic = max(0, D - (IN + OUT))
OUT = 0.45s when exit is fade or up, 0 when exit is none
If D < IN + OUT, IN and OUT scale down together so IN + OUT == D.
Sync point: form-lock when the mass reaches its final silhouette
(3.95s at the 3-form default). Dispatches a bubbling hf:sfx CustomEvent
with id "facet-settle-soft" there. This primitive never plays audio.
Mount contract: MOUNTABLE SUB-COMPOSITION. The runtime clones only
<template> contents; #root fills the host box (inset:0, container-type:
size), has no data-width/data-height, and registers one paused timeline
under the literal "facet-morph" key. Variables come from
window.__hyperframes.getVariables().
-->
<html
lang="en"
data-composition-id="facet-morph"
data-composition-duration="5"
data-composition-variables='[
{ "id": "forms", "type": "string", "role": "content", "label": "Forms", "description": "Comma-separated silhouette sequence from blob, mark, badge.", "default": "blob,mark,badge" },
{ "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 },
{ "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" }] },
{ "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" }] }
]'
>
<head>
<meta charset="UTF-8" />
<title>Facet Morph</title>
</head>
<body>
<template>
<div id="root" data-composition-id="facet-morph" data-duration="5" data-fps="30">
<style>
*,
*::before,
*::after {
box-sizing: border-box;
}
#root {
position: absolute;
inset: 0;
container-type: size;
isolation: isolate;
overflow: hidden;
background: var(--bg, #0b0c0e);
color: var(--fg, #f8fafc);
font-family: var(--font-body, Inter, system-ui, sans-serif);
}
.fm-clip {
position: absolute;
inset: 0;
display: grid;
place-items: center;
overflow: hidden;
}
/* A very soft stage vignette keeps the mass grounded on flat
token backgrounds without inventing a light band (that is
light-sweep-pass territory). */
.fm-clip::before {
content: "";
position: absolute;
inset: 0;
background: radial-gradient(
ellipse at 42% 38%,
color-mix(in srgb, var(--fg, #f8fafc) 4%, transparent) 0%,
transparent 68%
);
}
.fm-stage {
display: grid;
place-items: center;
width: 100%;
height: 100%;
will-change: transform, opacity;
}
.fm-svg {
width: 74cqmin;
height: 74cqmin;
overflow: visible;
}
.fm-svg polygon {
stroke-width: 0.22;
stroke-linejoin: round;
}
</style>
<div
id="facet-morph-clip"
class="fm-clip clip"
data-start="0"
data-duration="5"
data-track-index="0"
>
<div class="fm-stage">
<svg
class="fm-svg"
viewBox="0 0 100 100"
role="img"
aria-label="Reshaping faceted mass"
>
<g class="fm-mesh"></g>
</svg>
</div>
</div>
<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
<script>
(function () {
"use strict";
var SVG_NS = "http://www.w3.org/2000/svg";
var root = document.getElementById("root");
// Literal id: mount flattening strips data-composition-id from the
// live root before this timeline registers.
var compositionId = "facet-morph";
var stage = root.querySelector(".fm-stage");
var mesh = root.querySelector(".fm-mesh");
var vars =
window.__hyperframes && window.__hyperframes.getVariables
? window.__hyperframes.getVariables()
: {};
/* ---------------- variables ---------------- */
var accentTokens = {
green: "var(--brand, #22c55e)",
blue: "var(--accent, #38bdf8)",
violet: "var(--accent-2, #c5a3ff)",
};
var accent = Object.prototype.hasOwnProperty.call(accentTokens, vars.accent)
? vars.accent
: "green";
// The bundler mirrors composition variables as scoped CSS custom
// props, so this unit's own accent variable can shadow the contract
// --accent token ("blue" is a valid CSS color). When the shadow is
// present, fall back to the literal contract value.
var shadowedAccent = getComputedStyle(root).getPropertyValue("--accent").trim();
if (
shadowedAccent === "green" ||
shadowedAccent === "blue" ||
shadowedAccent === "violet"
) {
accentTokens.blue = "#38bdf8";
}
var holdLast = !(vars.hold_last === false || vars.hold_last === "false");
// INVARIANT: only none | fade | up reaches the timeline.
var exit = vars.exit === "fade" || vars.exit === "up" ? vars.exit : "none";
/* ---------------- authored keyframe tables ----------------
Each silhouette is one row set: 18 outer radii, 18 outer
angular jitters (deg), 9 inner radii, 9 inner jitters (deg),
a center, and a whole-mass rotation (deg). Angles are fixed
spokes (outer every 20deg, inner every 40deg offset 20deg,
both starting at 12 o'clock), so any two rows interpolate
vertex-for-vertex. */
var FORMS = {
// Irregular craggy rock, the reference's opening mass.
blob: {
outerR: [34, 39, 31, 36, 41, 33, 29, 37, 40, 32, 35, 30, 38, 34, 28, 36, 39, 33],
outerJ: [3, -5, 6, -2, 4, -6, 2, 5, -4, 3, -3, 6, -5, 2, 4, -2, -6, 5],
innerR: [16, 19, 14, 20, 17, 13, 18, 15, 19],
innerJ: [8, -10, 12, -6, 9, -12, 7, 11, -8],
cx: 50,
cy: 51,
rot: 0,
},
// A peaked asymmetric shard, the reference's closing frames.
mark: {
outerR: [48, 40, 28, 22, 19, 17, 16, 17, 19, 21, 23, 22, 19, 17, 19, 25, 34, 44],
outerJ: [-2, 6, -8, 4, -3, 5, -6, 2, 4, -5, 3, -4, 6, -2, 5, -7, 3, -4],
innerR: [20, 13, 10, 8, 9, 8, 10, 11, 15],
innerJ: [-6, 9, -11, 7, -8, 10, -7, 6, -9],
cx: 50,
cy: 56,
rot: -7,
},
// A wide-shouldered shield settling toward a point.
badge: {
outerR: [36, 37, 35, 34, 33, 30, 27, 25, 24, 33, 24, 25, 27, 30, 33, 34, 35, 37],
outerJ: [0, 2, -2, 1, -1, 2, -2, 1, 3, 0, -3, -1, 2, -2, 1, -1, 2, -2],
innerR: [18, 17, 16, 13, 12, 12, 13, 16, 17],
innerJ: [4, -5, 6, -4, 5, -6, 4, -5, 6],
cx: 50,
cy: 49,
rot: 5,
},
};
var requested = String(vars.forms == null ? "" : vars.forms)
.split(",")
.map(function (name) {
return name.trim().toLowerCase();
})
.filter(function (name) {
return Object.prototype.hasOwnProperty.call(FORMS, name);
});
var formNames = requested.length > 0 ? requested : ["blob", "mark", "badge"];
var formRows = formNames.map(function (name) {
return FORMS[name];
});
/* ---------------- fixed-seed facet tables ----------------
Wobble phases and per-facet tilts come from one LCG baked at
mount. Same seed, same mesh, every mount. */
var OUTER = 18;
var INNER = 9;
var lcgState = 0x0f4c37ed;
function lcg() {
lcgState = (Math.imul(1664525, lcgState) + 1013904223) >>> 0;
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>
```
</Accordion>
{/* hf:generated-footer */}
Tagged `motion-primitive` `intro` `morph` `low-poly` `svg` `deterministic`.
## Related topics
- [Browse the complete Catalog](/catalog)
- [Add assets and Catalog items in Studio](/studio/assets-and-blocks)
- [Build a richer composition](/go-further)