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hyperframes/registry/components/particle-text-dissolve/particle-text-dissolve.html
T
Miguel Ángel 9734578e60 feat(registry): bring back the video-primitive moves (#3169)
Restores the 208 catalog items reverted after their previews 404'd in
production, this time on the payload mechanism rather than the .html files
that caused the outage.

The generator no longer writes a preview document to docs/public. That writer,
and the machinery under it, existed only to produce files the docs host
discards, so it is gone rather than bypassed. Items now embed the composition
itself via a payload, which is what the previous change already does for the
items that were already in the catalog.

The variables explorer is parked, not restored: it drove its preview through
the same unpublished .html path, so it would have shown an empty frame. Items
that declare variables get the live player plus the static variables table, and
reconnecting the explorer to payloads is a follow-up.
2026-08-10 18:46:03 -04:00

415 lines
18 KiB
HTML
Vendored

<!doctype html>
<!--
particle-text-dissolve: HyperFrames video primitive (type / particles).
Wave M8. Direct donor: particle-image-reveal (canvas determinism law).
Text assembles FROM a seeded particle cloud, or dissolves TO it (direction
enum). Per-particle target positions are sampled ONCE at mount from the
rendered text bitmap: the token-styled line is rastered to an offscreen
canvas, read back with getImageData, and every lit cell on a deterministic
grid becomes a particle target. Particles are table-driven with ZERO
per-particle tweens; one onUpdate painter clears and redraws the whole
field from scratch each frame.
direction "in": particles fly from a scattered cloud onto the glyphs while
the crisp DOM line wipes in along the same left-to-right front; each
particle fades as it settles, so by the end of IN the canvas is empty and
the DOM text holds crisp and themable.
direction "out": the crisp line holds for a beat, then erases left to
right as particles are born on the departing glyphs and scatter outward,
fading in flight; the HOLD is empty.
Variables (declared in data-composition-variables below):
- text (string, default "Dissolve"): the line that assembles/dissolves.
- direction ("in" | "out", default "in").
- density ("low" | "med" | "high", default "med"): particle count cap.
- accent ("green" | "blue" | "violet", default "green"): text and
particle color; green rides --brand, blue rides --accent, violet
rides --accent-2.
- exit ("none" | "fade" | "up", default "none"): frame roots own
transitions.
Envelope, fixed IN and OUT with elastic HOLD only (never timeScale):
IN_BASE = 2.80s the assembly (or dissolve) plays out completely
HOLD = max(0, D - IN - OUT); truly still: direction in holds the
crisp DOM line, direction out holds an empty stage; either
way the canvas is one clear rect
OUT_BASE = 0.45s only when exit != none
If D < IN_BASE + OUT_BASE, IN and OUT compress together.
Determinism (canvas 2D law, per particle-image-reveal): the text bitmap
readback and the per-particle attribute table are computed exactly once
during synchronous timeline construction; the table's random components
come from fixed LCG seed 0x9d1550f7. Every painted frame is a pure
function of (table, timeline time): the anchor tween's onUpdate clears
the canvas and redraws every particle. No Math.random, no wall clock, no
incremental state, no requestAnimationFrame. Eventful seeks
(suppressEvents=false, the engine's render path) repaint identically in
any order and either direction.
Mount contract: the runtime clones only this template. #root fills the
host box (no data-width/data-height, container-type: size, cqmin units),
is styled via #root only, and registers one paused timeline under the
LITERAL "particle-text-dissolve" key. All DOM state is set with explicit
endpoints (gsap.set + fromTo) so any seek order lands identical frames.
-->
<html
lang="en"
data-composition-id="particle-text-dissolve"
data-composition-duration="4"
data-composition-variables='[
{ "id": "text", "type": "string", "role": "content", "label": "Text", "description": "The line that assembles from (or dissolves into) the particle cloud.", "default": "Dissolve" },
{ "id": "direction", "type": "enum", "role": "timing", "label": "Direction", "description": "in assembles the text from the cloud and holds it crisp; out erases the text into the cloud and holds empty.", "default": "in", "options": [{ "value": "in", "label": "Assemble in" }, { "value": "out", "label": "Dissolve out" }] },
{ "id": "density", "type": "enum", "role": "style", "label": "Density", "description": "Particle count cap for the field.", "default": "med", "options": [{ "value": "low", "label": "Low" }, { "value": "med", "label": "Medium" }, { "value": "high", "label": "High" }] },
{ "id": "accent", "type": "enum", "role": "style", "label": "Accent", "description": "Text and particle color: 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" }] },
{ "id": "exit", "type": "enum", "role": "timing", "label": "Exit", "description": "Optional departure. Default none: the end state holds until the frame cuts.", "default": "none", "options": [{ "value": "none", "label": "None" }, { "value": "fade", "label": "Fade" }, { "value": "up", "label": "Up" }] }
]'
>
<head>
<meta charset="UTF-8" />
<title>Particle Text Dissolve</title>
</head>
<body>
<template>
<div id="root" data-composition-id="particle-text-dissolve" data-duration="4" data-fps="30">
<style>
*,
*::before,
*::after {
box-sizing: border-box;
}
#root {
position: absolute;
inset: 0;
overflow: hidden;
container-type: size;
isolation: isolate;
color: var(--fg, #f8fafc);
font-family: var(--font-display, "Inter", system-ui, sans-serif);
pointer-events: none;
}
.ptd-clip {
position: absolute;
inset: 0;
overflow: hidden;
background: var(--bg, transparent);
}
.ptd-stage {
position: absolute;
inset: 0;
will-change: transform, opacity;
}
.ptd-text {
position: absolute;
inset: 0;
display: grid;
place-items: center;
will-change: clip-path, opacity;
}
.ptd-line {
color: var(--ptd-accent);
font-weight: 600;
line-height: 1;
letter-spacing: 0.02em;
white-space: nowrap;
}
.ptd-canvas {
position: absolute;
inset: 0;
width: 100%;
height: 100%;
}
</style>
<div
id="particle-text-dissolve-clip"
class="ptd-clip clip"
data-start="0"
data-duration="4"
data-track-index="0"
>
<div class="ptd-stage">
<div class="ptd-text">
<span class="ptd-line"></span>
</div>
<canvas class="ptd-canvas" aria-hidden="true"></canvas>
</div>
</div>
<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
<script>
(function () {
"use strict";
var root = document.getElementById("root");
var stage = root.querySelector(".ptd-stage");
var textLayer = root.querySelector(".ptd-text");
var line = root.querySelector(".ptd-line");
var canvas = root.querySelector(".ptd-canvas");
var vars =
window.__hyperframes && window.__hyperframes.getVariables
? window.__hyperframes.getVariables()
: {};
var text =
typeof vars.text === "string" && vars.text.length > 0 ? vars.text : "Dissolve";
var direction = vars.direction === "out" ? "out" : "in";
var densityCaps = { low: 900, med: 1700, high: 2800 };
var density = Object.prototype.hasOwnProperty.call(densityCaps, vars.density)
? vars.density
: "med";
// Each enum choice routes to a DIFFERENT contract token so the
// variable stays meaningful under a theme.
var accentColors = {
green: "var(--brand, #71f5a7)",
blue: "var(--accent, #61a8ff)",
violet: "var(--accent-2, #c5a3ff)",
};
var accent = Object.prototype.hasOwnProperty.call(accentColors, vars.accent)
? vars.accent
: "green";
var exit = vars.exit === "fade" || vars.exit === "up" ? vars.exit : "none";
root.style.setProperty("--ptd-accent", accentColors[accent]);
line.textContent = text;
// Envelope: fixed IN/OUT, elastic HOLD, never time-scaled.
var IN_BASE = 2.8;
var OUT_BASE = exit === "none" ? 0 : 0.45;
var duration = Math.max(0.001, parseFloat(root.dataset.duration || "4"));
var totalBase = Math.max(0.001, IN_BASE + OUT_BASE);
var scale = duration < totalBase ? duration / totalBase : 1;
var IN = IN_BASE * scale;
var OUT = OUT_BASE * scale;
var HOLD = Math.max(0, duration - (IN + OUT));
var OUT_START = IN + HOLD;
// Canvas raster basis is fixed once at mount. Elastic root: the
// host box decides the resolution; the same host always yields
// the same raster, so painted frames stay byte-stable.
var dpr = Math.min(2, Math.max(1, Number(window.devicePixelRatio) || 1));
var box = root.getBoundingClientRect();
var cssW = Math.max(1, Math.round(box.width) || 640);
var cssH = Math.max(1, Math.round(box.height) || 360);
canvas.width = Math.round(cssW * dpr);
canvas.height = Math.round(cssH * dpr);
var ctx = canvas.getContext("2d");
var minDim = Math.min(canvas.width, canvas.height);
// Resolve the accent token to a concrete color once at mount so
// canvas fills never depend on style recalc during seeks.
var hostDoc = root.ownerDocument;
var probe = hostDoc.createElement("span");
probe.style.color = accentColors[accent];
root.appendChild(probe);
var particleColor = getComputedStyle(probe).color || "#71f5a7";
probe.remove();
// Rendered-text raster, sampled ONCE at mount. The DOM line and
// the offscreen raster share the same computed font stack and the
// same fitted pixel size, so particle targets sit on the glyphs
// the crisp line will draw.
var fontFamily = getComputedStyle(line).fontFamily || "system-ui, sans-serif";
var off = hostDoc.createElement("canvas");
off.width = canvas.width;
off.height = canvas.height;
var offCtx = off.getContext("2d", { willReadFrequently: true });
var fontPx = Math.round(canvas.height * 0.3);
offCtx.font = "600 " + fontPx + "px " + fontFamily;
var measured = offCtx.measureText(text).width || 1;
var maxWidth = canvas.width * 0.86;
if (measured > maxWidth) {
fontPx = Math.max(8, Math.floor((fontPx * maxWidth) / measured));
offCtx.font = "600 " + fontPx + "px " + fontFamily;
}
offCtx.textAlign = "center";
offCtx.textBaseline = "middle";
offCtx.fillStyle = "#ffffff";
offCtx.fillText(text, off.width / 2, off.height / 2);
// Lock the crisp DOM line to the exact raster the targets came
// from: same family string, same device-pixel size.
line.style.fontFamily = fontFamily;
line.style.fontSize = fontPx / dpr + "px";
// The LCG and every per-particle decision live here. This IIFE
// runs once before timeline construction, then only the table is
// read. Particle state at any time is a pure function of
// (table row, timeline time). Zero per-particle tweens.
var particles = (function () {
var state = 0x9d1550f7;
function next() {
state = (Math.imul(1664525, state) + 1013904223) >>> 0;
return state / 4294967296;
}
// Grid-sample lit cells from the readback (alpha over half).
var data = offCtx.getImageData(0, 0, off.width, off.height).data;
var step = Math.max(2, Math.round(minDim / 260));
var cells = [];
var minX = Infinity;
var maxX = -Infinity;
for (var y = 0; y < off.height; y += step) {
for (var x = 0; x < off.width; x += step) {
if (data[(y * off.width + x) * 4 + 3] > 127) {
cells.push({ x: x, y: y });
if (x < minX) minX = x;
if (x > maxX) maxX = x;
}
}
}
if (cells.length === 0) {
// Degenerate raster (empty text box): no particles, the DOM
// line still plays its wipe.
minX = 0;
maxX = 1;
}
var span = Math.max(1, maxX - minX);
// Thin deterministically to the density cap. The keep decision
// consumes exactly one LCG draw per cell in grid order, so the
// surviving set is a pure function of (raster, seed).
var cap = densityCaps[density];
var keep = cells.length > cap ? cap / cells.length : 1;
var rows = [];
for (var i = 0; i < cells.length; i += 1) {
var take = next() < keep;
if (!take) continue;
var tx = cells[i].x;
var ty = cells[i].y;
var key = (tx - minX) / span;
// The front sweeps left to right for both directions; the
// per-particle schedule completes strictly inside [0, 0.97].
var at = 0.2 + 0.62 * key + 0.05 * next();
var travel = 0.18 + 0.1 * next();
var fade = 0.05 + 0.04 * next();
var angle = next() * Math.PI * 2;
rows.push({
tx: tx,
ty: ty,
at: Math.min(0.9, at),
travel: travel,
fade: fade,
offset: (0.1 + 0.22 * next()) * minDim,
ox: Math.cos(angle),
oy: Math.sin(angle),
radius: (0.26 + 0.5 * next()) * (minDim / 200) * step * 0.5,
dim: 0.5 + 0.5 * next(),
});
}
return rows;
})();
function clamp01(v) {
return v < 0 ? 0 : v > 1 ? 1 : v;
}
// Pure repaint: clear, then draw every particle from (row, p).
// direction in: fly cloud -> glyph, fade once settled (donor
// law). direction out: born on the glyph as the front passes,
// fly outward, fade in flight. Both end all-zero by p = 1.
function paint(timeSeconds) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
var p = IN > 0 ? clamp01(timeSeconds / IN) : 1;
var endClamp = clamp01((1 - p) / 0.04);
if (endClamp === 0) return;
ctx.fillStyle = particleColor;
for (var i = 0; i < particles.length; i += 1) {
var row = particles[i];
var alpha;
var dist;
if (direction === "in") {
var birth = Math.max(0, row.at - row.travel);
var u = clamp01((p - birth) / (row.at - birth));
if (u <= 0) continue;
var settled = clamp01((p - row.at) / row.fade);
alpha = clamp01(u / 0.16) * (1 - settled) * row.dim * endClamp;
var e = 1 - Math.pow(1 - u, 3);
dist = row.offset * (1 - e);
} else {
var v = clamp01((p - row.at) / row.travel);
if (v <= 0) continue;
alpha = clamp01(v / 0.14) * (1 - v) * row.dim * endClamp;
dist = row.offset * (v * v);
}
if (alpha <= 0.002) continue;
var x = row.tx + row.ox * dist;
var y = row.ty + row.oy * dist;
ctx.globalAlpha = alpha * 0.92;
ctx.beginPath();
ctx.arc(x, y, row.radius, 0, Math.PI * 2);
ctx.fill();
}
ctx.globalAlpha = 1;
}
// The crisp line wipes along the same front the particles sweep.
var clipShown = "inset(0% 0% 0% 0%)";
var clipInStart = "inset(0% 100% 0% 0%)";
var clipOutEnd = "inset(0% 0% 0% 100%)";
gsap.set(stage, { opacity: 1, y: "0cqh" });
var tl = gsap.timeline({
paused: true,
onUpdate: function () {
paint(tl.time());
},
});
// Anchor tween: an inert plain-object tween spanning the full
// authored duration so tl.time() covers [0, D] and the painter
// fires on every eventful seek, including seeks into the hold.
tl.to({ p: 0 }, { p: 1, duration: duration, ease: "none" }, 0);
if (direction === "in") {
// The line reveals behind the arriving particles.
tl.fromTo(
textLayer,
{ opacity: 0 },
{ opacity: 1, duration: IN * 0.3, ease: "power2.out" },
IN * 0.16,
);
tl.fromTo(
textLayer,
{ clipPath: clipInStart },
{ clipPath: clipShown, duration: IN * 0.76, ease: "power1.inOut" },
IN * 0.18,
);
} else {
// The line erases as the front passes; particles carry it off.
gsap.set(textLayer, { opacity: 1 });
tl.fromTo(
textLayer,
{ clipPath: clipShown },
{ clipPath: clipOutEnd, duration: IN * 0.76, ease: "power1.inOut" },
IN * 0.18,
);
}
// HOLD: truly still. The canvas is one clear rect (every alpha
// is exactly zero by the end of IN) and the line is either fully
// shown or fully clipped; nothing drifts.
// 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["particle-text-dissolve"] = tl;
})();
</script>
</div>
</template>
</body>
</html>