@alkimi.org/ui-kit 0.9.2 → 0.9.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -0,0 +1,3 @@
1
+ "use strict";Object.defineProperty(exports, "__esModule", {value: true});"use client";
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+ var _chunkXYO4VLMFjs = require('./chunk-XYO4VLMF.js');var _react = require('react');var _jsxruntime = require('react/jsx-runtime');var m=17,B=1,P=5,q=(d,i)=>{if(d<i){let e=1-d/i;return e*e*(3-2*e)}return 0},v=class{constructor(i){_chunkXYO4VLMFjs.a.call(void 0, this,"x",0);_chunkXYO4VLMFjs.a.call(void 0, this,"y",0);_chunkXYO4VLMFjs.a.call(void 0, this,"anchorX",0);_chunkXYO4VLMFjs.a.call(void 0, this,"anchorY",0);_chunkXYO4VLMFjs.a.call(void 0, this,"vx",0);_chunkXYO4VLMFjs.a.call(void 0, this,"vy",0);_chunkXYO4VLMFjs.a.call(void 0, this,"nodes",[]);_chunkXYO4VLMFjs.a.call(void 0, this,"opacity",0);_chunkXYO4VLMFjs.a.call(void 0, this,"glitchZones",[]);_chunkXYO4VLMFjs.a.call(void 0, this,"maxReach",180);this.anchorX=i.x,this.anchorY=i.y,this.x=this.anchorX,this.y=this.anchorY,this.init()}init(){this.nodes=[];let i=3+Math.floor(Math.random()*3);for(let e=0;e<i;e++){let n=15+Math.random()*25,b=(Math.random()-.5)*60,u=(Math.random()-.5)*60;this.nodes.push({offsetX:b,offsetY:u,vx:(Math.random()-.5)*.1,vy:(Math.random()-.5)*.1,radius:n,t:Math.random()*100})}this.opacity=1}update(){let i=this.anchorX-this.x,e=this.anchorY-this.y,n=5e-4,b=i*n,u=e*n,g=(Math.random()-.5)*.01,r=(Math.random()-.5)*.01;if(this.vx+=b+g,this.vy+=u+r,this.vx*=.96,this.vy*=.96,this.x+=this.vx,this.y+=this.vy,this.nodes.forEach(s=>{s.t+=.005,s.offsetX+=Math.sin(s.t)*.1+s.vx,s.offsetY+=Math.cos(s.t*.9)*.1+s.vy;let y=70;(s.offsetX>y||s.offsetX<-y)&&(s.vx*=-1),(s.offsetY>y||s.offsetY<-y)&&(s.vy*=-1),s.radius+=Math.sin(s.t*2)*.1}),this.glitchZones=this.glitchZones.filter(s=>s.life>0),this.glitchZones.forEach(s=>s.life--),Math.random()<.03){let y=h=>Math.round((h-m/2)/m)*m+m/2,X=this.x+(Math.random()-.5)*80,w=this.y+(Math.random()-.5)*80,p=y(X),a=y(w);if((Math.random()>.6?"line":"dot")==="line"){let h=Math.random()>.5,x=40+Math.random()*80,t=2;this.glitchZones.push({x:h?p-t/2:p-x/2,y:h?a-x/2:a-t/2,w:h?t:x,h:h?x:t,life:8+Math.random()*12})}else this.glitchZones.push({x:p-4/2,y:a-4/2,w:4,h:4,life:6+Math.random()*10})}}},F=class{constructor(i,e){_chunkXYO4VLMFjs.a.call(void 0, this,"x");_chunkXYO4VLMFjs.a.call(void 0, this,"y");_chunkXYO4VLMFjs.a.call(void 0, this,"opacity");_chunkXYO4VLMFjs.a.call(void 0, this,"decay");_chunkXYO4VLMFjs.a.call(void 0, this,"nodes");_chunkXYO4VLMFjs.a.call(void 0, this,"maxReach",60);this.x=i,this.y=e,this.opacity=.8,this.decay=.03,this.nodes=[];let n=2;for(let b=0;b<n;b++)this.nodes.push({offsetX:(Math.random()-.5)*10,offsetY:(Math.random()-.5)*10,vx:(Math.random()-.5)*1,vy:(Math.random()-.5)*1,radius:5+Math.random()*10,t:0})}update(){this.opacity-=this.decay,this.nodes.forEach(i=>{i.offsetX+=i.vx,i.offsetY+=i.vy,i.radius*=.95})}},H=({variant:d="animated"})=>{let i=_react.useRef.call(void 0, null);return _react.useEffect.call(void 0, ()=>{let e=i.current;if(!e)return;let n=e.getContext("2d");if(!n)return;let b,u=[],g=[],r={x:-1e3,y:-1e3,lastX:-1e3,lastY:-1e3},s=()=>{u=[];let a=e.width,c=e.height;u.push(new v({x:a-a*.15,y:c*.15})),u.push(new v({x:a*.4,y:c*.4})),u.push(new v({x:a*.05+50,y:c-c*.15})),u.push(new v({x:a-a*.05-50,y:c-c*.05-50}))},y=()=>{let a=e.getBoundingClientRect(),c=a.width,h=a.height;c===0||h===0||e.width===c&&e.height===h||(e.width=c,e.height=h,s())},X=a=>{let c=e.getBoundingClientRect();r.x=a.clientX-c.left,r.y=a.clientY-c.top,r.lastX===-1e3&&(r.lastX=r.x,r.lastY=r.y);let h=r.x-r.lastX,x=r.y-r.lastY;Math.sqrt(h*h+x*x)>20&&(g.push(new F(r.x,r.y)),r.lastX=r.x,r.lastY=r.y)},w=()=>{let a=e.width,c=e.height;if(n.fillStyle="#050505",n.fillRect(0,0,a,c),d==="static"){for(let t=m/2;t<a;t+=m)for(let f=m/2;f<c;f+=m)n.fillStyle="rgba(47, 47, 47, 1)",n.fillRect(t-.5,f-.5,1,1);return}u.forEach(t=>t.update());for(let t=g.length-1;t>=0;t--)g[t].update(),g[t].opacity<=0&&g.splice(t,1);let h=[...u,...g],x=[];u.forEach(t=>x.push(...t.glitchZones));for(let t=m/2;t<a;t+=m)for(let f=m/2;f<c;f+=m){let C=!1;for(let o of x)if(t>=o.x&&t<=o.x+o.w&&f>=o.y&&f<=o.y+o.h){C=!0;break}if(C){if(n.fillStyle="rgba(182, 243, 191, 0.95)",Math.random()>.1){let o=Math.random()>.5?P*.7:B*2;n.beginPath(),n.arc(t,f,o/2,0,Math.PI*2),n.fill()}continue}let M=0,I=!1;for(let o of h)if(Math.abs(t-o.x)<o.maxReach&&Math.abs(f-o.y)<o.maxReach){I=!0;break}if(!I){n.fillStyle="rgba(47, 47, 47, 1)",n.fillRect(t-.5,f-.5,1,1);continue}for(let o of h){let E=t-o.x,Z=f-o.y;if(Math.abs(E)>o.maxReach||Math.abs(Z)>o.maxReach)continue;let R=0;for(let Y of o.nodes){let z=E-Y.offsetX,G=Z-Y.offsetY,S=Math.sqrt(z*z+G*G);R+=q(S,Y.radius)}R>1&&(R=1),M+=R*o.opacity}if(M>1&&(M=1),M>.01){let G=Math.floor(255+-73*M),S=Math.floor(255+-12*M),A=Math.floor(255+-64*M),k=M*.5,L=B+M*(P-B);n.fillStyle=`rgba(${G}, ${S}, ${A}, ${k})`,n.beginPath(),n.arc(t,f,L/2,0,Math.PI*2),n.fill()}else n.fillStyle="rgba(47, 47, 47, 1)",n.fillRect(t-.5,f-.5,1,1)}b=requestAnimationFrame(w)},p=new ResizeObserver(()=>{y(),d==="static"&&w()});return p.observe(e),d==="animated"&&window.addEventListener("mousemove",X),y(),w(),()=>{p.disconnect(),d==="animated"&&window.removeEventListener("mousemove",X),cancelAnimationFrame(b)}},[d]),_jsxruntime.jsx.call(void 0, "canvas",{ref:i,className:"fixed inset-0 -z-999 w-full h-full pointer-events-none"})},D= exports.a =H;exports.a = D;
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client\"\nimport React, { useEffect, useRef } from \"react\"\n\n// --- CONFIGURATION ---\nconst GAP = 17\nconst BASE_SIZE = 1\nconst MAX_SIZE = 5\n\n// --- TYPES ---\ninterface Node {\n offsetX: number\n offsetY: number\n vx: number\n vy: number\n radius: number\n t: number\n}\n\ninterface GlitchZone {\n x: number\n y: number\n w: number\n h: number\n life: number\n}\n\ninterface MouseState {\n x: number\n y: number\n lastX: number\n lastY: number\n}\n\n// --- MATH HELPERS ---\nconst getFalloff = (dist: number, radius: number): number => {\n if (dist < radius) {\n const val = 1 - dist / radius\n return val * val * (3 - 2 * val)\n }\n return 0\n}\n\n// --- CLASSES ---\nclass AnchoredBlob {\n // Current Position\n x: number = 0\n y: number = 0\n\n // Anchor Position (Home base)\n anchorX: number = 0\n anchorY: number = 0\n\n // Movement\n vx: number = 0\n vy: number = 0\n\n // Appearance\n nodes: Node[] = []\n opacity: number = 0\n\n // Glitch State\n glitchZones: GlitchZone[] = []\n maxReach: number = 180\n\n constructor(anchorConfig: { x: number; y: number }) {\n this.anchorX = anchorConfig.x\n this.anchorY = anchorConfig.y\n this.x = this.anchorX\n this.y = this.anchorY\n this.init()\n }\n\n init() {\n // 1. Create Internal Nodes (The \"Blob\" composition)\n this.nodes = []\n const nodeCount = 3 + Math.floor(Math.random() * 3) // 3 to 5 nodes\n\n for (let i = 0; i < nodeCount; i++) {\n // Significantly smaller radius (15-40px) to reduce central bulk\n const r = 15 + Math.random() * 25\n // Wider initial spread\n const ox = (Math.random() - 0.5) * 60\n const oy = (Math.random() - 0.5) * 60\n\n this.nodes.push({\n offsetX: ox,\n offsetY: oy,\n vx: (Math.random() - 0.5) * 0.1, // Slower internal movement (was 0.4)\n vy: (Math.random() - 0.5) * 0.1,\n radius: r,\n t: Math.random() * 100,\n })\n }\n\n this.opacity = 1\n }\n\n update() {\n // --- 1. Tethered Movement Logic ---\n const dx = this.anchorX - this.x\n const dy = this.anchorY - this.y\n\n // Spring constant (very loose)\n const k = 0.0005\n const ax = dx * k\n const ay = dy * k\n\n // Random wandering force - Reduced significantly for slower drift\n const wx = (Math.random() - 0.5) * 0.01 // was 0.05\n const wy = (Math.random() - 0.5) * 0.01 // was 0.05\n\n this.vx += ax + wx\n this.vy += ay + wy\n\n this.vx *= 0.96\n this.vy *= 0.96\n\n this.x += this.vx\n this.y += this.vy\n\n // --- 2. Internal Node Animation ---\n this.nodes.forEach((node) => {\n // Slow down time step\n node.t += 0.005 // was 0.02\n\n // Slower oscillation and movement\n node.offsetX += Math.sin(node.t) * 0.1 + node.vx // amp was 0.4\n node.offsetY += Math.cos(node.t * 0.9) * 0.1 + node.vy\n\n // Constrain to \"nucleus\"\n const maxDist = 70\n if (node.offsetX > maxDist || node.offsetX < -maxDist) node.vx *= -1\n if (node.offsetY > maxDist || node.offsetY < -maxDist) node.vy *= -1\n\n // Pulse size\n node.radius += Math.sin(node.t * 2) * 0.1\n })\n\n // --- 3. Manage Glitch Zones ---\n // Remove dead glitches\n this.glitchZones = this.glitchZones.filter((g) => g.life > 0)\n this.glitchZones.forEach((g) => g.life--)\n\n // Randomly spawn new glitches\n if (Math.random() < 0.03) {\n // 3% chance per frame\n const spread = 80\n\n // Snap random positions to exact grid points to ensure clean lines\n const snap = (v: number) =>\n Math.round((v - GAP / 2) / GAP) * GAP + GAP / 2\n\n const rawCx = this.x + (Math.random() - 0.5) * spread\n const rawCy = this.y + (Math.random() - 0.5) * spread\n\n const cx = snap(rawCx)\n const cy = snap(rawCy)\n\n const type = Math.random() > 0.6 ? \"line\" : \"dot\"\n\n if (type === \"line\") {\n const isVert = Math.random() > 0.5\n // Medium length: 40-120px\n const len = 40 + Math.random() * 80\n\n // Thickness is essentially zero (just a sliver) centered on the grid line\n // to guarantee we only pick up exactly one row/column of dots\n const thickness = 2\n\n this.glitchZones.push({\n x: isVert ? cx - thickness / 2 : cx - len / 2,\n y: isVert ? cy - len / 2 : cy - thickness / 2,\n w: isVert ? thickness : len,\n h: isVert ? len : thickness,\n life: 8 + Math.random() * 12,\n })\n } else {\n // Single dot\n // Box just large enough to catch one grid point\n const size = 4\n\n this.glitchZones.push({\n x: cx - size / 2,\n y: cy - size / 2,\n w: size,\n h: size,\n life: 6 + Math.random() * 10,\n })\n }\n }\n }\n}\n\nclass TrailBlob {\n x: number\n y: number\n opacity: number\n decay: number\n nodes: Node[]\n maxReach: number = 60\n\n constructor(x: number, y: number) {\n this.x = x\n this.y = y\n this.opacity = 0.8\n this.decay = 0.03\n\n this.nodes = []\n const count = 2\n for (let i = 0; i < count; i++) {\n this.nodes.push({\n offsetX: (Math.random() - 0.5) * 10,\n offsetY: (Math.random() - 0.5) * 10,\n vx: (Math.random() - 0.5) * 1,\n vy: (Math.random() - 0.5) * 1,\n radius: 5 + Math.random() * 10,\n t: 0,\n })\n }\n }\n\n update() {\n this.opacity -= this.decay\n this.nodes.forEach((node) => {\n node.offsetX += node.vx\n node.offsetY += node.vy\n node.radius *= 0.95\n })\n }\n}\n\ninterface GeometricFluidGridProps {\n variant?: \"animated\" | \"static\"\n}\n\nconst GeometricFluidGrid: React.FC<GeometricFluidGridProps> = ({\n variant = \"animated\",\n}) => {\n const canvasRef = useRef<HTMLCanvasElement>(null)\n\n useEffect(() => {\n const canvas = canvasRef.current\n if (!canvas) return\n\n const ctx = canvas.getContext(\"2d\")\n if (!ctx) return\n\n let animationFrameId: number\n let orbs: AnchoredBlob[] = []\n let trail: TrailBlob[] = []\n let mouse: MouseState = { x: -1000, y: -1000, lastX: -1000, lastY: -1000 }\n\n const initWorld = () => {\n orbs = []\n const w = canvas.width\n const h = canvas.height\n\n // 1. Top Right\n orbs.push(\n new AnchoredBlob({\n x: w - w * 0.15,\n y: h * 0.15,\n })\n )\n\n // 2. ~40% from top and ~40% from left\n orbs.push(\n new AnchoredBlob({\n x: w * 0.4,\n y: h * 0.4,\n })\n )\n\n // 3. Bottom Left\n orbs.push(\n new AnchoredBlob({\n x: w * 0.05 + 50,\n y: h - h * 0.15,\n })\n )\n\n // 4. Bottom Right\n orbs.push(\n new AnchoredBlob({\n x: w - w * 0.05 - 50,\n y: h - h * 0.05 - 50,\n })\n )\n }\n\n const resize = () => {\n const rect = canvas.getBoundingClientRect()\n const newW = rect.width\n const newH = rect.height\n\n // Skip if the element has no size (e.g. during a layout transition)\n if (newW === 0 || newH === 0) return\n\n // Skip if size hasn't actually changed\n if (canvas.width === newW && canvas.height === newH) return\n\n canvas.width = newW\n canvas.height = newH\n initWorld()\n }\n\n const handleMouseMove = (e: MouseEvent) => {\n const rect = canvas.getBoundingClientRect()\n mouse.x = e.clientX - rect.left\n mouse.y = e.clientY - rect.top\n\n if (mouse.lastX === -1000) {\n mouse.lastX = mouse.x\n mouse.lastY = mouse.y\n }\n\n const dx = mouse.x - mouse.lastX\n const dy = mouse.y - mouse.lastY\n const dist = Math.sqrt(dx * dx + dy * dy)\n\n if (dist > 20) {\n trail.push(new TrailBlob(mouse.x, mouse.y))\n mouse.lastX = mouse.x\n mouse.lastY = mouse.y\n }\n }\n\n const draw = () => {\n const w = canvas.width\n const h = canvas.height\n\n // Clear Screen\n ctx.fillStyle = \"#050505\"\n ctx.fillRect(0, 0, w, h)\n\n // Static variant: just render uniform dots\n if (variant === \"static\") {\n for (let x = GAP / 2; x < w; x += GAP) {\n for (let y = GAP / 2; y < h; y += GAP) {\n ctx.fillStyle = \"rgba(47, 47, 47, 1)\"\n ctx.fillRect(x - 0.5, y - 0.5, 1, 1)\n }\n }\n return // No animation loop for static variant\n }\n\n // Animated variant: update and render with animations\n // Update Logic\n orbs.forEach((orb) => orb.update())\n for (let i = trail.length - 1; i >= 0; i--) {\n trail[i].update()\n if (trail[i].opacity <= 0) trail.splice(i, 1)\n }\n\n const renderList = [...orbs, ...trail]\n\n // Collect all glitch zones for easier checking inside the loop\n // We flat map them to a simple array to iterate quickly\n const allGlitches: GlitchZone[] = []\n orbs.forEach((o) => allGlitches.push(...o.glitchZones))\n\n for (let x = GAP / 2; x < w; x += GAP) {\n for (let y = GAP / 2; y < h; y += GAP) {\n // --- GLITCH CHECK ---\n // Check if this specific grid dot is inside a glitch zone\n let isGlitching = false\n for (const g of allGlitches) {\n // Simple AABB check\n if (x >= g.x && x <= g.x + g.w && y >= g.y && y <= g.y + g.h) {\n isGlitching = true\n break\n }\n }\n\n if (isGlitching) {\n // Glitched Dot: Bright\n // We use the grid itself to manifest the glitch\n ctx.fillStyle = \"rgba(182, 243, 191, 0.95)\"\n\n // Randomly skip some dots in the glitch line for a \"broken\" look\n if (Math.random() > 0.1) {\n const size = Math.random() > 0.5 ? MAX_SIZE * 0.7 : BASE_SIZE * 2\n ctx.beginPath()\n ctx.arc(x, y, size / 2, 0, Math.PI * 2)\n ctx.fill()\n }\n continue // Skip standard influence calculation for this dot\n }\n\n // --- STANDARD INFLUENCE CHECK ---\n let totalInfluence = 0\n\n // Optimization: Is near blob?\n let nearby = false\n for (const entity of renderList) {\n if (\n Math.abs(x - entity.x) < entity.maxReach &&\n Math.abs(y - entity.y) < entity.maxReach\n ) {\n nearby = true\n break\n }\n }\n\n if (!nearby) {\n // Passive Background Dot\n ctx.fillStyle = \"rgba(47, 47, 47, 1)\"\n ctx.fillRect(x - 0.5, y - 0.5, 1, 1)\n continue\n }\n\n // Calculate Influence\n for (const entity of renderList) {\n const dx = x - entity.x\n const dy = y - entity.y\n\n if (\n Math.abs(dx) > entity.maxReach ||\n Math.abs(dy) > entity.maxReach\n )\n continue\n\n let localInf = 0\n for (const node of entity.nodes) {\n const nx = dx - node.offsetX\n const ny = dy - node.offsetY\n const dist = Math.sqrt(nx * nx + ny * ny)\n localInf += getFalloff(dist, node.radius)\n }\n if (localInf > 1) localInf = 1\n totalInfluence += localInf * entity.opacity\n }\n\n if (totalInfluence > 1) totalInfluence = 1\n\n // Draw Cell\n if (totalInfluence > 0.01) {\n // Gradient: White (Edge) to Green (#B6F3BF - Center)\n const edgeR = 255,\n centerR = 182\n const edgeG = 255,\n centerG = 243\n const edgeB = 255,\n centerB = 191\n\n // Interpolate from White (0 influence) to Green (1 influence)\n const r = Math.floor(edgeR + (centerR - edgeR) * totalInfluence)\n const g = Math.floor(edgeG + (centerG - edgeG) * totalInfluence)\n const b = Math.floor(edgeB + (centerB - edgeB) * totalInfluence)\n\n const alpha = totalInfluence * 0.5\n const size = BASE_SIZE + totalInfluence * (MAX_SIZE - BASE_SIZE)\n\n ctx.fillStyle = `rgba(${r}, ${g}, ${b}, ${alpha})`\n ctx.beginPath()\n ctx.arc(x, y, size / 2, 0, Math.PI * 2)\n ctx.fill()\n } else {\n ctx.fillStyle = \"rgba(47, 47, 47, 1)\"\n ctx.fillRect(x - 0.5, y - 0.5, 1, 1)\n }\n }\n }\n\n animationFrameId = requestAnimationFrame(draw)\n }\n\n // Use ResizeObserver to detect element-level size changes\n // (catches CSS breakpoints, container queries, layout shifts — not just window resize)\n const resizeObserver = new ResizeObserver(() => {\n resize()\n // For the static variant, draw() returns early without scheduling\n // another frame, so we must explicitly redraw after a resize.\n if (variant === \"static\") {\n draw()\n }\n })\n resizeObserver.observe(canvas)\n\n if (variant === \"animated\") {\n window.addEventListener(\"mousemove\", handleMouseMove)\n }\n\n resize()\n draw()\n\n return () => {\n resizeObserver.disconnect()\n if (variant === \"animated\") {\n window.removeEventListener(\"mousemove\", handleMouseMove)\n }\n cancelAnimationFrame(animationFrameId)\n }\n }, [variant])\n\n return (\n <canvas\n ref={canvasRef}\n className=\"fixed inset-0 -z-999 w-full h-full pointer-events-none\"\n />\n )\n}\n\nexport default GeometricFluidGrid\n"]}
@@ -0,0 +1,3 @@
1
+ "use client";
2
+ import{a as l}from"./chunk-KPAOPUY2.mjs";import{useEffect as N,useRef as $}from"react";import{jsx as O}from"react/jsx-runtime";var m=17,B=1,P=5,q=(d,i)=>{if(d<i){let e=1-d/i;return e*e*(3-2*e)}return 0},v=class{constructor(i){l(this,"x",0);l(this,"y",0);l(this,"anchorX",0);l(this,"anchorY",0);l(this,"vx",0);l(this,"vy",0);l(this,"nodes",[]);l(this,"opacity",0);l(this,"glitchZones",[]);l(this,"maxReach",180);this.anchorX=i.x,this.anchorY=i.y,this.x=this.anchorX,this.y=this.anchorY,this.init()}init(){this.nodes=[];let i=3+Math.floor(Math.random()*3);for(let e=0;e<i;e++){let n=15+Math.random()*25,b=(Math.random()-.5)*60,u=(Math.random()-.5)*60;this.nodes.push({offsetX:b,offsetY:u,vx:(Math.random()-.5)*.1,vy:(Math.random()-.5)*.1,radius:n,t:Math.random()*100})}this.opacity=1}update(){let i=this.anchorX-this.x,e=this.anchorY-this.y,n=5e-4,b=i*n,u=e*n,g=(Math.random()-.5)*.01,r=(Math.random()-.5)*.01;if(this.vx+=b+g,this.vy+=u+r,this.vx*=.96,this.vy*=.96,this.x+=this.vx,this.y+=this.vy,this.nodes.forEach(s=>{s.t+=.005,s.offsetX+=Math.sin(s.t)*.1+s.vx,s.offsetY+=Math.cos(s.t*.9)*.1+s.vy;let y=70;(s.offsetX>y||s.offsetX<-y)&&(s.vx*=-1),(s.offsetY>y||s.offsetY<-y)&&(s.vy*=-1),s.radius+=Math.sin(s.t*2)*.1}),this.glitchZones=this.glitchZones.filter(s=>s.life>0),this.glitchZones.forEach(s=>s.life--),Math.random()<.03){let y=h=>Math.round((h-m/2)/m)*m+m/2,X=this.x+(Math.random()-.5)*80,w=this.y+(Math.random()-.5)*80,p=y(X),a=y(w);if((Math.random()>.6?"line":"dot")==="line"){let h=Math.random()>.5,x=40+Math.random()*80,t=2;this.glitchZones.push({x:h?p-t/2:p-x/2,y:h?a-x/2:a-t/2,w:h?t:x,h:h?x:t,life:8+Math.random()*12})}else this.glitchZones.push({x:p-4/2,y:a-4/2,w:4,h:4,life:6+Math.random()*10})}}},F=class{constructor(i,e){l(this,"x");l(this,"y");l(this,"opacity");l(this,"decay");l(this,"nodes");l(this,"maxReach",60);this.x=i,this.y=e,this.opacity=.8,this.decay=.03,this.nodes=[];let n=2;for(let b=0;b<n;b++)this.nodes.push({offsetX:(Math.random()-.5)*10,offsetY:(Math.random()-.5)*10,vx:(Math.random()-.5)*1,vy:(Math.random()-.5)*1,radius:5+Math.random()*10,t:0})}update(){this.opacity-=this.decay,this.nodes.forEach(i=>{i.offsetX+=i.vx,i.offsetY+=i.vy,i.radius*=.95})}},H=({variant:d="animated"})=>{let i=$(null);return N(()=>{let e=i.current;if(!e)return;let n=e.getContext("2d");if(!n)return;let b,u=[],g=[],r={x:-1e3,y:-1e3,lastX:-1e3,lastY:-1e3},s=()=>{u=[];let a=e.width,c=e.height;u.push(new v({x:a-a*.15,y:c*.15})),u.push(new v({x:a*.4,y:c*.4})),u.push(new v({x:a*.05+50,y:c-c*.15})),u.push(new v({x:a-a*.05-50,y:c-c*.05-50}))},y=()=>{let a=e.getBoundingClientRect(),c=a.width,h=a.height;c===0||h===0||e.width===c&&e.height===h||(e.width=c,e.height=h,s())},X=a=>{let c=e.getBoundingClientRect();r.x=a.clientX-c.left,r.y=a.clientY-c.top,r.lastX===-1e3&&(r.lastX=r.x,r.lastY=r.y);let h=r.x-r.lastX,x=r.y-r.lastY;Math.sqrt(h*h+x*x)>20&&(g.push(new F(r.x,r.y)),r.lastX=r.x,r.lastY=r.y)},w=()=>{let a=e.width,c=e.height;if(n.fillStyle="#050505",n.fillRect(0,0,a,c),d==="static"){for(let t=m/2;t<a;t+=m)for(let f=m/2;f<c;f+=m)n.fillStyle="rgba(47, 47, 47, 1)",n.fillRect(t-.5,f-.5,1,1);return}u.forEach(t=>t.update());for(let t=g.length-1;t>=0;t--)g[t].update(),g[t].opacity<=0&&g.splice(t,1);let h=[...u,...g],x=[];u.forEach(t=>x.push(...t.glitchZones));for(let t=m/2;t<a;t+=m)for(let f=m/2;f<c;f+=m){let C=!1;for(let o of x)if(t>=o.x&&t<=o.x+o.w&&f>=o.y&&f<=o.y+o.h){C=!0;break}if(C){if(n.fillStyle="rgba(182, 243, 191, 0.95)",Math.random()>.1){let o=Math.random()>.5?P*.7:B*2;n.beginPath(),n.arc(t,f,o/2,0,Math.PI*2),n.fill()}continue}let M=0,I=!1;for(let o of h)if(Math.abs(t-o.x)<o.maxReach&&Math.abs(f-o.y)<o.maxReach){I=!0;break}if(!I){n.fillStyle="rgba(47, 47, 47, 1)",n.fillRect(t-.5,f-.5,1,1);continue}for(let o of h){let E=t-o.x,Z=f-o.y;if(Math.abs(E)>o.maxReach||Math.abs(Z)>o.maxReach)continue;let R=0;for(let Y of o.nodes){let z=E-Y.offsetX,G=Z-Y.offsetY,S=Math.sqrt(z*z+G*G);R+=q(S,Y.radius)}R>1&&(R=1),M+=R*o.opacity}if(M>1&&(M=1),M>.01){let G=Math.floor(255+-73*M),S=Math.floor(255+-12*M),A=Math.floor(255+-64*M),k=M*.5,L=B+M*(P-B);n.fillStyle=`rgba(${G}, ${S}, ${A}, ${k})`,n.beginPath(),n.arc(t,f,L/2,0,Math.PI*2),n.fill()}else n.fillStyle="rgba(47, 47, 47, 1)",n.fillRect(t-.5,f-.5,1,1)}b=requestAnimationFrame(w)},p=new ResizeObserver(()=>{y(),d==="static"&&w()});return p.observe(e),d==="animated"&&window.addEventListener("mousemove",X),y(),w(),()=>{p.disconnect(),d==="animated"&&window.removeEventListener("mousemove",X),cancelAnimationFrame(b)}},[d]),O("canvas",{ref:i,className:"fixed inset-0 -z-999 w-full h-full pointer-events-none"})},D=H;export{D as a};
3
+ //# sourceMappingURL=chunk-Z6RAFZ3C.mjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../src/components/GeometricFluidGrid.tsx"],"sourcesContent":["\"use client\"\nimport React, { useEffect, useRef } from \"react\"\n\n// --- CONFIGURATION ---\nconst GAP = 17\nconst BASE_SIZE = 1\nconst MAX_SIZE = 5\n\n// --- TYPES ---\ninterface Node {\n offsetX: number\n offsetY: number\n vx: number\n vy: number\n radius: number\n t: number\n}\n\ninterface GlitchZone {\n x: number\n y: number\n w: number\n h: number\n life: number\n}\n\ninterface MouseState {\n x: number\n y: number\n lastX: number\n lastY: number\n}\n\n// --- MATH HELPERS ---\nconst getFalloff = (dist: number, radius: number): number => {\n if (dist < radius) {\n const val = 1 - dist / radius\n return val * val * (3 - 2 * val)\n }\n return 0\n}\n\n// --- CLASSES ---\nclass AnchoredBlob {\n // Current Position\n x: number = 0\n y: number = 0\n\n // Anchor Position (Home base)\n anchorX: number = 0\n anchorY: number = 0\n\n // Movement\n vx: number = 0\n vy: number = 0\n\n // Appearance\n nodes: Node[] = []\n opacity: number = 0\n\n // Glitch State\n glitchZones: GlitchZone[] = []\n maxReach: number = 180\n\n constructor(anchorConfig: { x: number; y: number }) {\n this.anchorX = anchorConfig.x\n this.anchorY = anchorConfig.y\n this.x = this.anchorX\n this.y = this.anchorY\n this.init()\n }\n\n init() {\n // 1. Create Internal Nodes (The \"Blob\" composition)\n this.nodes = []\n const nodeCount = 3 + Math.floor(Math.random() * 3) // 3 to 5 nodes\n\n for (let i = 0; i < nodeCount; i++) {\n // Significantly smaller radius (15-40px) to reduce central bulk\n const r = 15 + Math.random() * 25\n // Wider initial spread\n const ox = (Math.random() - 0.5) * 60\n const oy = (Math.random() - 0.5) * 60\n\n this.nodes.push({\n offsetX: ox,\n offsetY: oy,\n vx: (Math.random() - 0.5) * 0.1, // Slower internal movement (was 0.4)\n vy: (Math.random() - 0.5) * 0.1,\n radius: r,\n t: Math.random() * 100,\n })\n }\n\n this.opacity = 1\n }\n\n update() {\n // --- 1. Tethered Movement Logic ---\n const dx = this.anchorX - this.x\n const dy = this.anchorY - this.y\n\n // Spring constant (very loose)\n const k = 0.0005\n const ax = dx * k\n const ay = dy * k\n\n // Random wandering force - Reduced significantly for slower drift\n const wx = (Math.random() - 0.5) * 0.01 // was 0.05\n const wy = (Math.random() - 0.5) * 0.01 // was 0.05\n\n this.vx += ax + wx\n this.vy += ay + wy\n\n this.vx *= 0.96\n this.vy *= 0.96\n\n this.x += this.vx\n this.y += this.vy\n\n // --- 2. Internal Node Animation ---\n this.nodes.forEach((node) => {\n // Slow down time step\n node.t += 0.005 // was 0.02\n\n // Slower oscillation and movement\n node.offsetX += Math.sin(node.t) * 0.1 + node.vx // amp was 0.4\n node.offsetY += Math.cos(node.t * 0.9) * 0.1 + node.vy\n\n // Constrain to \"nucleus\"\n const maxDist = 70\n if (node.offsetX > maxDist || node.offsetX < -maxDist) node.vx *= -1\n if (node.offsetY > maxDist || node.offsetY < -maxDist) node.vy *= -1\n\n // Pulse size\n node.radius += Math.sin(node.t * 2) * 0.1\n })\n\n // --- 3. Manage Glitch Zones ---\n // Remove dead glitches\n this.glitchZones = this.glitchZones.filter((g) => g.life > 0)\n this.glitchZones.forEach((g) => g.life--)\n\n // Randomly spawn new glitches\n if (Math.random() < 0.03) {\n // 3% chance per frame\n const spread = 80\n\n // Snap random positions to exact grid points to ensure clean lines\n const snap = (v: number) =>\n Math.round((v - GAP / 2) / GAP) * GAP + GAP / 2\n\n const rawCx = this.x + (Math.random() - 0.5) * spread\n const rawCy = this.y + (Math.random() - 0.5) * spread\n\n const cx = snap(rawCx)\n const cy = snap(rawCy)\n\n const type = Math.random() > 0.6 ? \"line\" : \"dot\"\n\n if (type === \"line\") {\n const isVert = Math.random() > 0.5\n // Medium length: 40-120px\n const len = 40 + Math.random() * 80\n\n // Thickness is essentially zero (just a sliver) centered on the grid line\n // to guarantee we only pick up exactly one row/column of dots\n const thickness = 2\n\n this.glitchZones.push({\n x: isVert ? cx - thickness / 2 : cx - len / 2,\n y: isVert ? cy - len / 2 : cy - thickness / 2,\n w: isVert ? thickness : len,\n h: isVert ? len : thickness,\n life: 8 + Math.random() * 12,\n })\n } else {\n // Single dot\n // Box just large enough to catch one grid point\n const size = 4\n\n this.glitchZones.push({\n x: cx - size / 2,\n y: cy - size / 2,\n w: size,\n h: size,\n life: 6 + Math.random() * 10,\n })\n }\n }\n }\n}\n\nclass TrailBlob {\n x: number\n y: number\n opacity: number\n decay: number\n nodes: Node[]\n maxReach: number = 60\n\n constructor(x: number, y: number) {\n this.x = x\n this.y = y\n this.opacity = 0.8\n this.decay = 0.03\n\n this.nodes = []\n const count = 2\n for (let i = 0; i < count; i++) {\n this.nodes.push({\n offsetX: (Math.random() - 0.5) * 10,\n offsetY: (Math.random() - 0.5) * 10,\n vx: (Math.random() - 0.5) * 1,\n vy: (Math.random() - 0.5) * 1,\n radius: 5 + Math.random() * 10,\n t: 0,\n })\n }\n }\n\n update() {\n this.opacity -= this.decay\n this.nodes.forEach((node) => {\n node.offsetX += node.vx\n node.offsetY += node.vy\n node.radius *= 0.95\n })\n }\n}\n\ninterface GeometricFluidGridProps {\n variant?: \"animated\" | \"static\"\n}\n\nconst GeometricFluidGrid: React.FC<GeometricFluidGridProps> = ({\n variant = \"animated\",\n}) => {\n const canvasRef = useRef<HTMLCanvasElement>(null)\n\n useEffect(() => {\n const canvas = canvasRef.current\n if (!canvas) return\n\n const ctx = canvas.getContext(\"2d\")\n if (!ctx) return\n\n let animationFrameId: number\n let orbs: AnchoredBlob[] = []\n let trail: TrailBlob[] = []\n let mouse: MouseState = { x: -1000, y: -1000, lastX: -1000, lastY: -1000 }\n\n const initWorld = () => {\n orbs = []\n const w = canvas.width\n const h = canvas.height\n\n // 1. Top Right\n orbs.push(\n new AnchoredBlob({\n x: w - w * 0.15,\n y: h * 0.15,\n })\n )\n\n // 2. ~40% from top and ~40% from left\n orbs.push(\n new AnchoredBlob({\n x: w * 0.4,\n y: h * 0.4,\n })\n )\n\n // 3. Bottom Left\n orbs.push(\n new AnchoredBlob({\n x: w * 0.05 + 50,\n y: h - h * 0.15,\n })\n )\n\n // 4. 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MAX_SIZE * 0.7 : BASE_SIZE * 2\n ctx.beginPath()\n ctx.arc(x, y, size / 2, 0, Math.PI * 2)\n ctx.fill()\n }\n continue // Skip standard influence calculation for this dot\n }\n\n // --- STANDARD INFLUENCE CHECK ---\n let totalInfluence = 0\n\n // Optimization: Is near blob?\n let nearby = false\n for (const entity of renderList) {\n if (\n Math.abs(x - entity.x) < entity.maxReach &&\n Math.abs(y - entity.y) < entity.maxReach\n ) {\n nearby = true\n break\n }\n }\n\n if (!nearby) {\n // Passive Background Dot\n ctx.fillStyle = \"rgba(47, 47, 47, 1)\"\n ctx.fillRect(x - 0.5, y - 0.5, 1, 1)\n continue\n }\n\n // Calculate Influence\n for (const entity of renderList) {\n const dx = x - entity.x\n const dy = y - entity.y\n\n if (\n Math.abs(dx) > entity.maxReach ||\n Math.abs(dy) > entity.maxReach\n )\n continue\n\n let localInf = 0\n for (const node of entity.nodes) {\n const nx = dx - node.offsetX\n const ny = dy - node.offsetY\n const dist = Math.sqrt(nx * nx + ny * ny)\n localInf += getFalloff(dist, node.radius)\n }\n if (localInf > 1) localInf = 1\n totalInfluence += localInf * entity.opacity\n }\n\n if (totalInfluence > 1) totalInfluence = 1\n\n // Draw Cell\n if (totalInfluence > 0.01) {\n // Gradient: White (Edge) to Green (#B6F3BF - Center)\n const edgeR = 255,\n centerR = 182\n const edgeG = 255,\n centerG = 243\n const edgeB = 255,\n centerB = 191\n\n // Interpolate from White (0 influence) to Green (1 influence)\n const r = Math.floor(edgeR + (centerR - edgeR) * totalInfluence)\n const g = Math.floor(edgeG + (centerG - edgeG) * totalInfluence)\n const b = Math.floor(edgeB + (centerB - edgeB) * totalInfluence)\n\n const alpha = totalInfluence * 0.5\n const size = BASE_SIZE + totalInfluence * (MAX_SIZE - BASE_SIZE)\n\n ctx.fillStyle = `rgba(${r}, ${g}, ${b}, ${alpha})`\n ctx.beginPath()\n ctx.arc(x, y, size / 2, 0, Math.PI * 2)\n ctx.fill()\n } else {\n ctx.fillStyle = \"rgba(47, 47, 47, 1)\"\n ctx.fillRect(x - 0.5, y - 0.5, 1, 1)\n }\n }\n }\n\n 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@@ -1,3 +1,3 @@
1
1
  "use strict";Object.defineProperty(exports, "__esModule", {value: true});"use client";
2
- "use client";var _chunkRKONP3N6js = require('../chunk-RKONP3N6.js');require('../chunk-XYO4VLMF.js');exports.default = _chunkRKONP3N6js.a;
2
+ "use client";var _chunk3PEPOFYUjs = require('../chunk-3PEPOFYU.js');require('../chunk-XYO4VLMF.js');exports.default = _chunk3PEPOFYUjs.a;
3
3
  //# sourceMappingURL=GeometricFluidGrid.js.map
@@ -1,3 +1,3 @@
1
1
  "use client";
2
- "use client";import{a}from"../chunk-2CF4QASK.mjs";import"../chunk-KPAOPUY2.mjs";export{a as default};
2
+ "use client";import{a}from"../chunk-Z6RAFZ3C.mjs";import"../chunk-KPAOPUY2.mjs";export{a as default};
3
3
  //# sourceMappingURL=GeometricFluidGrid.mjs.map
@@ -3,7 +3,7 @@ import * as React from 'react';
3
3
  import { VariantProps } from 'class-variance-authority';
4
4
 
5
5
  declare const buttonVariants: (props?: ({
6
- variant?: "link" | "default" | "destructive" | "outline" | "secondary" | "ghost" | null | undefined;
6
+ variant?: "default" | "destructive" | "outline" | "secondary" | "ghost" | "link" | null | undefined;
7
7
  size?: "default" | "sm" | "lg" | "icon" | "none" | null | undefined;
8
8
  } & class_variance_authority_types.ClassProp) | undefined) => string;
9
9
  interface ButtonProps extends React.ButtonHTMLAttributes<HTMLButtonElement>, VariantProps<typeof buttonVariants> {
@@ -3,7 +3,7 @@ import * as React from 'react';
3
3
  import { VariantProps } from 'class-variance-authority';
4
4
 
5
5
  declare const buttonVariants: (props?: ({
6
- variant?: "link" | "default" | "destructive" | "outline" | "secondary" | "ghost" | null | undefined;
6
+ variant?: "default" | "destructive" | "outline" | "secondary" | "ghost" | "link" | null | undefined;
7
7
  size?: "default" | "sm" | "lg" | "icon" | "none" | null | undefined;
8
8
  } & class_variance_authority_types.ClassProp) | undefined) => string;
9
9
  interface ButtonProps extends React.ButtonHTMLAttributes<HTMLButtonElement>, VariantProps<typeof buttonVariants> {
@@ -26,7 +26,7 @@ declare const CommandInput: React.ForwardRefExoticComponent<Omit<Omit<Pick<Pick<
26
26
  ref?: React.Ref<HTMLInputElement>;
27
27
  } & {
28
28
  asChild?: boolean;
29
- }, "asChild" | "key" | keyof React.InputHTMLAttributes<HTMLInputElement>>, "type" | "onChange" | "value"> & {
29
+ }, "asChild" | "key" | keyof React.InputHTMLAttributes<HTMLInputElement>>, "type" | "value" | "onChange"> & {
30
30
  value?: string;
31
31
  onValueChange?: (search: string) => void;
32
32
  } & React.RefAttributes<HTMLInputElement>, "ref"> & React.RefAttributes<HTMLInputElement>>;
@@ -70,7 +70,7 @@ declare const CommandItem: React.ForwardRefExoticComponent<Omit<{
70
70
  ref?: React.Ref<HTMLDivElement>;
71
71
  } & {
72
72
  asChild?: boolean;
73
- }, "asChild" | "key" | keyof React.HTMLAttributes<HTMLDivElement>>, "onSelect" | "disabled" | "value"> & {
73
+ }, "asChild" | "key" | keyof React.HTMLAttributes<HTMLDivElement>>, "disabled" | "value" | "onSelect"> & {
74
74
  disabled?: boolean;
75
75
  onSelect?: (value: string) => void;
76
76
  value?: string;
@@ -26,7 +26,7 @@ declare const CommandInput: React.ForwardRefExoticComponent<Omit<Omit<Pick<Pick<
26
26
  ref?: React.Ref<HTMLInputElement>;
27
27
  } & {
28
28
  asChild?: boolean;
29
- }, "asChild" | "key" | keyof React.InputHTMLAttributes<HTMLInputElement>>, "type" | "onChange" | "value"> & {
29
+ }, "asChild" | "key" | keyof React.InputHTMLAttributes<HTMLInputElement>>, "type" | "value" | "onChange"> & {
30
30
  value?: string;
31
31
  onValueChange?: (search: string) => void;
32
32
  } & React.RefAttributes<HTMLInputElement>, "ref"> & React.RefAttributes<HTMLInputElement>>;
@@ -70,7 +70,7 @@ declare const CommandItem: React.ForwardRefExoticComponent<Omit<{
70
70
  ref?: React.Ref<HTMLDivElement>;
71
71
  } & {
72
72
  asChild?: boolean;
73
- }, "asChild" | "key" | keyof React.HTMLAttributes<HTMLDivElement>>, "onSelect" | "disabled" | "value"> & {
73
+ }, "asChild" | "key" | keyof React.HTMLAttributes<HTMLDivElement>>, "disabled" | "value" | "onSelect"> & {
74
74
  disabled?: boolean;
75
75
  onSelect?: (value: string) => void;
76
76
  value?: string;
package/dist/index.js CHANGED
@@ -1,3 +1,3 @@
1
1
  "use strict";Object.defineProperty(exports, "__esModule", {value: true});"use client";
2
- var _chunk5X26XR44js = require('./chunk-5X26XR44.js');var _chunkZDWAY77Kjs = require('./chunk-ZDWAY77K.js');var _chunkTDMRUCR6js = require('./chunk-TDMRUCR6.js');var _chunkJNH6ZYK7js = require('./chunk-JNH6ZYK7.js');var _chunk3FBDNJG5js = require('./chunk-3FBDNJG5.js');var _chunkTUNSVCR4js = require('./chunk-TUNSVCR4.js');var _chunkQMGLM2ORjs = require('./chunk-QMGLM2OR.js');var _chunkRRAIGAHUjs = require('./chunk-RRAIGAHU.js');var _chunk7SOZ6MOVjs = require('./chunk-7SOZ6MOV.js');var _chunk752ERCMUjs = require('./chunk-752ERCMU.js');var _chunk5L5DM2X5js = require('./chunk-5L5DM2X5.js');var _chunk65YNHKNPjs = require('./chunk-65YNHKNP.js');var _chunkANKLITGSjs = require('./chunk-ANKLITGS.js');var _chunkRJMIOBXZjs = require('./chunk-RJMIOBXZ.js');var _chunkLOFBMTPLjs = require('./chunk-LOFBMTPL.js');var _chunkCT2CRYC2js = require('./chunk-CT2CRYC2.js');var _chunkRTGC7LPLjs = require('./chunk-RTGC7LPL.js');var _chunkK4GMCVHOjs = require('./chunk-K4GMCVHO.js');var _chunkI5INE4KGjs = require('./chunk-I5INE4KG.js');var _chunkLCKRYIEJjs = require('./chunk-LCKRYIEJ.js');var _chunkMSYJFTUXjs = require('./chunk-MSYJFTUX.js');var _chunkULIOO55Ijs = require('./chunk-ULIOO55I.js');var _chunkGVSERRZXjs = require('./chunk-GVSERRZX.js');var _chunkCP7BC57Sjs = require('./chunk-CP7BC57S.js');require('./chunk-3BVMHDYA.js');var _chunk5D66A4ZCjs = require('./chunk-5D66A4ZC.js');var _chunkSBL3PCZCjs = require('./chunk-SBL3PCZC.js');var _chunkOXMHA73Fjs = require('./chunk-OXMHA73F.js');var _chunkRKONP3N6js = require('./chunk-RKONP3N6.js');var _chunkEJTY2ABYjs = require('./chunk-EJTY2ABY.js');var _chunkR74QDO2Zjs = require('./chunk-R74QDO2Z.js');var _chunkEWRKHBIVjs = require('./chunk-EWRKHBIV.js');var _chunk7YRREWHHjs = require('./chunk-7YRREWHH.js');var _chunk372VUZFEjs = require('./chunk-372VUZFE.js');var _chunkFUYXCJOQjs = require('./chunk-FUYXCJOQ.js');require('./chunk-XYO4VLMF.js');exports.Accordion = _chunk7YRREWHHjs.a; exports.AccordionContent = _chunk7YRREWHHjs.d; exports.AccordionItem = _chunk7YRREWHHjs.b; exports.AccordionTrigger = _chunk7YRREWHHjs.c; exports.Button = _chunkOXMHA73Fjs.b; exports.Calendar = _chunkSBL3PCZCjs.a; exports.Checkbox = _chunkLCKRYIEJjs.a; exports.Combobox = _chunkMSYJFTUXjs.a; exports.Command = _chunkGVSERRZXjs.a; exports.CommandDialog = _chunkGVSERRZXjs.b; exports.CommandEmpty = _chunkGVSERRZXjs.e; exports.CommandGroup = _chunkGVSERRZXjs.f; exports.CommandInput = _chunkGVSERRZXjs.c; exports.CommandItem = _chunkGVSERRZXjs.h; exports.CommandList = _chunkGVSERRZXjs.d; exports.CommandSeparator = _chunkGVSERRZXjs.g; exports.CommandShortcut = _chunkGVSERRZXjs.i; exports.DatePicker = _chunk5D66A4ZCjs.a; exports.DateRangePicker = _chunk65YNHKNPjs.a; exports.Dialog = _chunkCP7BC57Sjs.a; exports.DialogClose = _chunkCP7BC57Sjs.d; exports.DialogContent = _chunkCP7BC57Sjs.f; exports.DialogDescription = _chunkCP7BC57Sjs.j; exports.DialogFooter = _chunkCP7BC57Sjs.h; exports.DialogHeader = _chunkCP7BC57Sjs.g; exports.DialogOverlay = _chunkCP7BC57Sjs.e; exports.DialogPortal = _chunkCP7BC57Sjs.c; exports.DialogTitle = _chunkCP7BC57Sjs.i; exports.DialogTrigger = _chunkCP7BC57Sjs.b; exports.Drawer = _chunkANKLITGSjs.b; exports.DrawerBody = _chunkANKLITGSjs.e; exports.DrawerFooter = _chunkANKLITGSjs.f; exports.DrawerHeader = _chunkANKLITGSjs.c; exports.DrawerTitle = _chunkANKLITGSjs.d; exports.DropdownMenu = _chunkLOFBMTPLjs.a; exports.DropdownMenuCheckboxItem = _chunkLOFBMTPLjs.k; exports.DropdownMenuContent = _chunkLOFBMTPLjs.i; exports.DropdownMenuGroup = _chunkLOFBMTPLjs.c; exports.DropdownMenuItem = _chunkLOFBMTPLjs.j; exports.DropdownMenuLabel = _chunkLOFBMTPLjs.m; exports.DropdownMenuPortal = _chunkLOFBMTPLjs.d; exports.DropdownMenuRadioGroup = _chunkLOFBMTPLjs.f; exports.DropdownMenuRadioItem = _chunkLOFBMTPLjs.l; exports.DropdownMenuSeparator = _chunkLOFBMTPLjs.n; exports.DropdownMenuShortcut = _chunkLOFBMTPLjs.o; exports.DropdownMenuSub = _chunkLOFBMTPLjs.e; exports.DropdownMenuSubContent = _chunkLOFBMTPLjs.h; exports.DropdownMenuSubTrigger = _chunkLOFBMTPLjs.g; exports.DropdownMenuTrigger = _chunkLOFBMTPLjs.b; exports.Field = _chunkCT2CRYC2js.a; exports.FieldDescription = _chunkCT2CRYC2js.c; exports.FieldLabel = _chunkCT2CRYC2js.b; exports.FileUpload = _chunkRTGC7LPLjs.a; exports.GeometricFluidGrid = _chunkRKONP3N6js.a; exports.GlitchLink = _chunkEJTY2ABYjs.b; exports.Input = _chunkK4GMCVHOjs.a; exports.Label = _chunkI5INE4KGjs.a; exports.PixelLoad = _chunkR74QDO2Zjs.a; exports.Popover = _chunkULIOO55Ijs.a; exports.PopoverContent = _chunkULIOO55Ijs.c; exports.PopoverTrigger = _chunkULIOO55Ijs.b; exports.RadioGroup = _chunkTUNSVCR4js.a; exports.RadioGroupItem = _chunkTUNSVCR4js.b; exports.ScrollArea = _chunkRJMIOBXZjs.a; exports.ScrollBar = _chunkRJMIOBXZjs.b; exports.Separator = _chunk7SOZ6MOVjs.a; exports.Sheet = _chunk752ERCMUjs.a; exports.SheetClose = _chunk752ERCMUjs.c; exports.SheetContent = _chunk752ERCMUjs.f; exports.SheetDescription = _chunk752ERCMUjs.j; exports.SheetFooter = _chunk752ERCMUjs.h; exports.SheetHeader = _chunk752ERCMUjs.g; exports.SheetOverlay = _chunk752ERCMUjs.e; exports.SheetPortal = _chunk752ERCMUjs.d; exports.SheetTitle = _chunk752ERCMUjs.i; exports.SheetTrigger = _chunk752ERCMUjs.b; exports.Sidebar = _chunkQMGLM2ORjs.d; exports.SidebarContent = _chunkQMGLM2ORjs.l; exports.SidebarFooter = _chunkQMGLM2ORjs.j; exports.SidebarGroup = _chunkQMGLM2ORjs.m; exports.SidebarGroupAction = _chunkQMGLM2ORjs.o; exports.SidebarGroupContent = _chunkQMGLM2ORjs.p; exports.SidebarGroupLabel = _chunkQMGLM2ORjs.n; exports.SidebarHeader = _chunkQMGLM2ORjs.i; exports.SidebarInput = _chunkQMGLM2ORjs.h; exports.SidebarInset = _chunkQMGLM2ORjs.g; exports.SidebarMenu = _chunkQMGLM2ORjs.q; exports.SidebarMenuAction = _chunkQMGLM2ORjs.t; exports.SidebarMenuBadge = _chunkQMGLM2ORjs.u; exports.SidebarMenuButton = _chunkQMGLM2ORjs.s; exports.SidebarMenuItem = _chunkQMGLM2ORjs.r; exports.SidebarMenuSkeleton = _chunkQMGLM2ORjs.v; exports.SidebarMenuSub = _chunkQMGLM2ORjs.w; exports.SidebarMenuSubButton = _chunkQMGLM2ORjs.y; exports.SidebarMenuSubItem = _chunkQMGLM2ORjs.x; exports.SidebarProvider = _chunkQMGLM2ORjs.b; exports.SidebarRail = _chunkQMGLM2ORjs.f; exports.SidebarSeparator = _chunkQMGLM2ORjs.k; exports.SidebarTrigger = _chunkQMGLM2ORjs.e; exports.Skeleton = _chunk5L5DM2X5js.a; exports.Table = _chunk5X26XR44js.a; exports.TableBody = _chunk5X26XR44js.c; exports.TableCaption = _chunk5X26XR44js.i; exports.TableCell = _chunk5X26XR44js.g; exports.TableCellAction = _chunk5X26XR44js.h; exports.TableFooter = _chunk5X26XR44js.d; exports.TableHead = _chunk5X26XR44js.f; exports.TableHeader = _chunk5X26XR44js.b; exports.TableRow = _chunk5X26XR44js.e; exports.Tabs = _chunkZDWAY77Kjs.a; exports.TabsContent = _chunkZDWAY77Kjs.d; exports.TabsList = _chunkZDWAY77Kjs.b; exports.TabsTrigger = _chunkZDWAY77Kjs.c; exports.TextDecoder = _chunkEWRKHBIVjs.a; exports.Textarea = _chunkTDMRUCR6js.a; exports.Toaster = _chunkJNH6ZYK7js.b; exports.Tooltip = _chunkRRAIGAHUjs.b; exports.TooltipContent = _chunkRRAIGAHUjs.d; exports.TooltipProvider = _chunkRRAIGAHUjs.a; exports.TooltipTrigger = _chunkRRAIGAHUjs.c; exports.TreeSelect = _chunk3FBDNJG5js.a; exports.buttonVariants = _chunkOXMHA73Fjs.a; exports.cn = _chunkFUYXCJOQjs.a; exports.getSeedColor = _chunk372VUZFEjs.b; exports.getSphericalGradient = _chunk372VUZFEjs.a; exports.toast = _chunkJNH6ZYK7js.a; exports.useDrawer = _chunkANKLITGSjs.a; exports.useSidebar = _chunkQMGLM2ORjs.a;
2
+ var _chunk5X26XR44js = require('./chunk-5X26XR44.js');var _chunkZDWAY77Kjs = require('./chunk-ZDWAY77K.js');var _chunkTDMRUCR6js = require('./chunk-TDMRUCR6.js');var _chunkJNH6ZYK7js = require('./chunk-JNH6ZYK7.js');var _chunk3FBDNJG5js = require('./chunk-3FBDNJG5.js');var _chunkTUNSVCR4js = require('./chunk-TUNSVCR4.js');var _chunkQMGLM2ORjs = require('./chunk-QMGLM2OR.js');var _chunkRRAIGAHUjs = require('./chunk-RRAIGAHU.js');var _chunk7SOZ6MOVjs = require('./chunk-7SOZ6MOV.js');var _chunk752ERCMUjs = require('./chunk-752ERCMU.js');var _chunk5L5DM2X5js = require('./chunk-5L5DM2X5.js');var _chunk65YNHKNPjs = require('./chunk-65YNHKNP.js');var _chunkANKLITGSjs = require('./chunk-ANKLITGS.js');var _chunkRJMIOBXZjs = require('./chunk-RJMIOBXZ.js');var _chunkLOFBMTPLjs = require('./chunk-LOFBMTPL.js');var _chunkCT2CRYC2js = require('./chunk-CT2CRYC2.js');var _chunkRTGC7LPLjs = require('./chunk-RTGC7LPL.js');var _chunkK4GMCVHOjs = require('./chunk-K4GMCVHO.js');var _chunkI5INE4KGjs = require('./chunk-I5INE4KG.js');var _chunkLCKRYIEJjs = require('./chunk-LCKRYIEJ.js');var _chunkMSYJFTUXjs = require('./chunk-MSYJFTUX.js');var _chunkULIOO55Ijs = require('./chunk-ULIOO55I.js');var _chunkGVSERRZXjs = require('./chunk-GVSERRZX.js');var _chunkCP7BC57Sjs = require('./chunk-CP7BC57S.js');require('./chunk-3BVMHDYA.js');var _chunk5D66A4ZCjs = require('./chunk-5D66A4ZC.js');var _chunkSBL3PCZCjs = require('./chunk-SBL3PCZC.js');var _chunkOXMHA73Fjs = require('./chunk-OXMHA73F.js');var _chunk3PEPOFYUjs = require('./chunk-3PEPOFYU.js');var _chunkEJTY2ABYjs = require('./chunk-EJTY2ABY.js');var _chunkR74QDO2Zjs = require('./chunk-R74QDO2Z.js');var _chunkEWRKHBIVjs = require('./chunk-EWRKHBIV.js');var _chunk7YRREWHHjs = require('./chunk-7YRREWHH.js');var _chunk372VUZFEjs = require('./chunk-372VUZFE.js');var _chunkFUYXCJOQjs = require('./chunk-FUYXCJOQ.js');require('./chunk-XYO4VLMF.js');exports.Accordion = _chunk7YRREWHHjs.a; exports.AccordionContent = _chunk7YRREWHHjs.d; exports.AccordionItem = _chunk7YRREWHHjs.b; exports.AccordionTrigger = _chunk7YRREWHHjs.c; exports.Button = _chunkOXMHA73Fjs.b; exports.Calendar = _chunkSBL3PCZCjs.a; exports.Checkbox = _chunkLCKRYIEJjs.a; exports.Combobox = _chunkMSYJFTUXjs.a; exports.Command = _chunkGVSERRZXjs.a; exports.CommandDialog = _chunkGVSERRZXjs.b; exports.CommandEmpty = _chunkGVSERRZXjs.e; exports.CommandGroup = _chunkGVSERRZXjs.f; exports.CommandInput = _chunkGVSERRZXjs.c; exports.CommandItem = _chunkGVSERRZXjs.h; exports.CommandList = _chunkGVSERRZXjs.d; exports.CommandSeparator = _chunkGVSERRZXjs.g; exports.CommandShortcut = _chunkGVSERRZXjs.i; exports.DatePicker = _chunk5D66A4ZCjs.a; exports.DateRangePicker = _chunk65YNHKNPjs.a; exports.Dialog = _chunkCP7BC57Sjs.a; exports.DialogClose = _chunkCP7BC57Sjs.d; exports.DialogContent = _chunkCP7BC57Sjs.f; exports.DialogDescription = _chunkCP7BC57Sjs.j; exports.DialogFooter = _chunkCP7BC57Sjs.h; exports.DialogHeader = _chunkCP7BC57Sjs.g; exports.DialogOverlay = _chunkCP7BC57Sjs.e; exports.DialogPortal = _chunkCP7BC57Sjs.c; exports.DialogTitle = _chunkCP7BC57Sjs.i; exports.DialogTrigger = _chunkCP7BC57Sjs.b; exports.Drawer = _chunkANKLITGSjs.b; exports.DrawerBody = _chunkANKLITGSjs.e; exports.DrawerFooter = _chunkANKLITGSjs.f; exports.DrawerHeader = _chunkANKLITGSjs.c; exports.DrawerTitle = _chunkANKLITGSjs.d; exports.DropdownMenu = _chunkLOFBMTPLjs.a; exports.DropdownMenuCheckboxItem = _chunkLOFBMTPLjs.k; exports.DropdownMenuContent = _chunkLOFBMTPLjs.i; exports.DropdownMenuGroup = _chunkLOFBMTPLjs.c; exports.DropdownMenuItem = _chunkLOFBMTPLjs.j; exports.DropdownMenuLabel = _chunkLOFBMTPLjs.m; exports.DropdownMenuPortal = _chunkLOFBMTPLjs.d; exports.DropdownMenuRadioGroup = _chunkLOFBMTPLjs.f; exports.DropdownMenuRadioItem = _chunkLOFBMTPLjs.l; exports.DropdownMenuSeparator = _chunkLOFBMTPLjs.n; exports.DropdownMenuShortcut = _chunkLOFBMTPLjs.o; exports.DropdownMenuSub = _chunkLOFBMTPLjs.e; exports.DropdownMenuSubContent = _chunkLOFBMTPLjs.h; exports.DropdownMenuSubTrigger = _chunkLOFBMTPLjs.g; exports.DropdownMenuTrigger = _chunkLOFBMTPLjs.b; exports.Field = _chunkCT2CRYC2js.a; exports.FieldDescription = _chunkCT2CRYC2js.c; exports.FieldLabel = _chunkCT2CRYC2js.b; exports.FileUpload = _chunkRTGC7LPLjs.a; exports.GeometricFluidGrid = _chunk3PEPOFYUjs.a; exports.GlitchLink = _chunkEJTY2ABYjs.b; exports.Input = _chunkK4GMCVHOjs.a; exports.Label = _chunkI5INE4KGjs.a; exports.PixelLoad = _chunkR74QDO2Zjs.a; exports.Popover = _chunkULIOO55Ijs.a; exports.PopoverContent = _chunkULIOO55Ijs.c; exports.PopoverTrigger = _chunkULIOO55Ijs.b; exports.RadioGroup = _chunkTUNSVCR4js.a; exports.RadioGroupItem = _chunkTUNSVCR4js.b; exports.ScrollArea = _chunkRJMIOBXZjs.a; exports.ScrollBar = _chunkRJMIOBXZjs.b; exports.Separator = _chunk7SOZ6MOVjs.a; exports.Sheet = _chunk752ERCMUjs.a; exports.SheetClose = _chunk752ERCMUjs.c; exports.SheetContent = _chunk752ERCMUjs.f; exports.SheetDescription = _chunk752ERCMUjs.j; exports.SheetFooter = _chunk752ERCMUjs.h; exports.SheetHeader = _chunk752ERCMUjs.g; exports.SheetOverlay = _chunk752ERCMUjs.e; exports.SheetPortal = _chunk752ERCMUjs.d; exports.SheetTitle = _chunk752ERCMUjs.i; exports.SheetTrigger = _chunk752ERCMUjs.b; exports.Sidebar = _chunkQMGLM2ORjs.d; exports.SidebarContent = _chunkQMGLM2ORjs.l; exports.SidebarFooter = _chunkQMGLM2ORjs.j; exports.SidebarGroup = _chunkQMGLM2ORjs.m; exports.SidebarGroupAction = _chunkQMGLM2ORjs.o; exports.SidebarGroupContent = _chunkQMGLM2ORjs.p; exports.SidebarGroupLabel = _chunkQMGLM2ORjs.n; exports.SidebarHeader = _chunkQMGLM2ORjs.i; exports.SidebarInput = _chunkQMGLM2ORjs.h; exports.SidebarInset = _chunkQMGLM2ORjs.g; exports.SidebarMenu = _chunkQMGLM2ORjs.q; exports.SidebarMenuAction = _chunkQMGLM2ORjs.t; exports.SidebarMenuBadge = _chunkQMGLM2ORjs.u; exports.SidebarMenuButton = _chunkQMGLM2ORjs.s; exports.SidebarMenuItem = _chunkQMGLM2ORjs.r; exports.SidebarMenuSkeleton = _chunkQMGLM2ORjs.v; exports.SidebarMenuSub = _chunkQMGLM2ORjs.w; exports.SidebarMenuSubButton = _chunkQMGLM2ORjs.y; exports.SidebarMenuSubItem = _chunkQMGLM2ORjs.x; exports.SidebarProvider = _chunkQMGLM2ORjs.b; exports.SidebarRail = _chunkQMGLM2ORjs.f; exports.SidebarSeparator = _chunkQMGLM2ORjs.k; exports.SidebarTrigger = _chunkQMGLM2ORjs.e; exports.Skeleton = _chunk5L5DM2X5js.a; exports.Table = _chunk5X26XR44js.a; exports.TableBody = _chunk5X26XR44js.c; exports.TableCaption = _chunk5X26XR44js.i; exports.TableCell = _chunk5X26XR44js.g; exports.TableCellAction = _chunk5X26XR44js.h; exports.TableFooter = _chunk5X26XR44js.d; exports.TableHead = _chunk5X26XR44js.f; exports.TableHeader = _chunk5X26XR44js.b; exports.TableRow = _chunk5X26XR44js.e; exports.Tabs = _chunkZDWAY77Kjs.a; exports.TabsContent = _chunkZDWAY77Kjs.d; exports.TabsList = _chunkZDWAY77Kjs.b; exports.TabsTrigger = _chunkZDWAY77Kjs.c; exports.TextDecoder = _chunkEWRKHBIVjs.a; exports.Textarea = _chunkTDMRUCR6js.a; exports.Toaster = _chunkJNH6ZYK7js.b; exports.Tooltip = _chunkRRAIGAHUjs.b; exports.TooltipContent = _chunkRRAIGAHUjs.d; exports.TooltipProvider = _chunkRRAIGAHUjs.a; exports.TooltipTrigger = _chunkRRAIGAHUjs.c; exports.TreeSelect = _chunk3FBDNJG5js.a; exports.buttonVariants = _chunkOXMHA73Fjs.a; exports.cn = _chunkFUYXCJOQjs.a; exports.getSeedColor = _chunk372VUZFEjs.b; exports.getSphericalGradient = _chunk372VUZFEjs.a; exports.toast = _chunkJNH6ZYK7js.a; exports.useDrawer = _chunkANKLITGSjs.a; exports.useSidebar = _chunkQMGLM2ORjs.a;
3
3
  //# sourceMappingURL=index.js.map
package/dist/index.mjs CHANGED
@@ -1,3 +1,3 @@
1
1
  "use client";
2
- import{a as Pt,b as It,c as jt,d as Ft,e as Gt,f as Lt,g as Ht,h as Rt,i as At}from"./chunk-C7GTPYMH.mjs";import{a as e,b as o,c as i,d as n}from"./chunk-VMOF3XI2.mjs";import{a as nt}from"./chunk-MQMO7DMT.mjs";import{a as wa,b as ma}from"./chunk-KUASF3Q3.mjs";import{a as da}from"./chunk-IXP2VV7S.mjs";import{a as la,b as pa}from"./chunk-E7OHIWSF.mjs";import{a as T,b as M,d as P,e as I,f as j,g as F,h as G,i as L,j as H,k as R,l as A,m as N,n as B,o as E,p as U,q as O,r as q,s as V,t as J,u as K,v as Q,w as W,x as X,y as Y}from"./chunk-YENXK5HF.mjs";import{a as _,b as S,c as D,d as C}from"./chunk-QC5MA4WL.mjs";import{a as g}from"./chunk-YBV4CPVD.mjs";import{a as h,b as v,c as u,d as w,e as m,f,g as b,h as x,i as y,j as k}from"./chunk-DMHIFNXF.mjs";import{a as z}from"./chunk-CNRZOMR4.mjs";import{a as pt}from"./chunk-7APORI4E.mjs";import{a as tt,b as at,c as rt,d as et,e as ot,f as it}from"./chunk-NGEWZBAJ.mjs";import{a as Z,b as $}from"./chunk-5TVDBV74.mjs";import{a as ut,b as wt,c as mt,d as ft,e as bt,f as xt,g as yt,h as kt,i as zt,j as _t,k as St,l as Dt,m as Ct,n as Tt,o as Mt}from"./chunk-HGKFS62N.mjs";import{a as gt,b as ht,c as vt}from"./chunk-L36V45FD.mjs";import{a as ct}from"./chunk-S2TENS3V.mjs";import{a as p}from"./chunk-NEOUFWZN.mjs";import{a as st}from"./chunk-WY4HCUAP.mjs";import{a as sa}from"./chunk-KGNX6UST.mjs";import{a as ca}from"./chunk-RYJZXDJ5.mjs";import{a as Nt,b as Bt,c as Et}from"./chunk-FZ3NXOFK.mjs";import{a as Zt,b as $t,c as ta,d as aa,e as ra,f as ea,g as oa,h as ia,i as na}from"./chunk-U6XL5TKL.mjs";import{a as Ut,b as Ot,c as qt,d as Vt,e as Jt,f as Kt,g as Qt,h as Wt,i as Xt,j as Yt}from"./chunk-TAMQA7LM.mjs";import"./chunk-4LR7SOCY.mjs";import{a as lt}from"./chunk-VDRRSPND.mjs";import{a as dt}from"./chunk-AL2CF5GT.mjs";import{a,b as r}from"./chunk-HRYHWWL4.mjs";import{a as l}from"./chunk-2CF4QASK.mjs";import{b as s}from"./chunk-AEZ5XKKG.mjs";import{a as d}from"./chunk-WF73K6X2.mjs";import{a as c}from"./chunk-CMV76O4U.mjs";import{a as ga,b as ha,c as va,d as ua}from"./chunk-LFPVTYLX.mjs";import{a as fa,b as ba}from"./chunk-4LUOGI24.mjs";import{a as t}from"./chunk-S5TKCF6T.mjs";import"./chunk-KPAOPUY2.mjs";export{ga as Accordion,ua as AccordionContent,ha as AccordionItem,va as AccordionTrigger,r as Button,dt as Calendar,sa as Checkbox,ca as Combobox,Zt as Command,$t as CommandDialog,ra as CommandEmpty,ea as CommandGroup,ta as CommandInput,ia as CommandItem,aa as CommandList,oa as CommandSeparator,na as CommandShortcut,lt as DatePicker,pt as DateRangePicker,Ut as Dialog,Vt as DialogClose,Kt as DialogContent,Yt as DialogDescription,Wt as DialogFooter,Qt as DialogHeader,Jt as DialogOverlay,qt as DialogPortal,Xt as DialogTitle,Ot as DialogTrigger,at as Drawer,ot as DrawerBody,it as DrawerFooter,rt as DrawerHeader,et as DrawerTitle,ut as DropdownMenu,St as DropdownMenuCheckboxItem,zt as DropdownMenuContent,mt as DropdownMenuGroup,_t as DropdownMenuItem,Ct as DropdownMenuLabel,ft as DropdownMenuPortal,xt as DropdownMenuRadioGroup,Dt as DropdownMenuRadioItem,Tt as DropdownMenuSeparator,Mt as DropdownMenuShortcut,bt as DropdownMenuSub,kt as DropdownMenuSubContent,yt as DropdownMenuSubTrigger,wt as DropdownMenuTrigger,gt as Field,vt as FieldDescription,ht as FieldLabel,ct as FileUpload,l as GeometricFluidGrid,s as GlitchLink,p as Input,st as Label,d as PixelLoad,Nt as Popover,Et as PopoverContent,Bt as PopoverTrigger,la as RadioGroup,pa as RadioGroupItem,Z as ScrollArea,$ as ScrollBar,g as Separator,h as Sheet,u as SheetClose,f as SheetContent,k as SheetDescription,x as SheetFooter,b as SheetHeader,m as SheetOverlay,w as SheetPortal,y as SheetTitle,v as SheetTrigger,P as Sidebar,A as SidebarContent,H as SidebarFooter,N as SidebarGroup,E as SidebarGroupAction,U as SidebarGroupContent,B as SidebarGroupLabel,L as SidebarHeader,G as SidebarInput,F as SidebarInset,O as SidebarMenu,J as SidebarMenuAction,K as SidebarMenuBadge,V as SidebarMenuButton,q as SidebarMenuItem,Q as SidebarMenuSkeleton,W as SidebarMenuSub,Y as SidebarMenuSubButton,X as SidebarMenuSubItem,M as SidebarProvider,j as SidebarRail,R as SidebarSeparator,I as SidebarTrigger,z as Skeleton,Pt as Table,jt as TableBody,At as TableCaption,Ht as TableCell,Rt as TableCellAction,Ft as TableFooter,Lt as TableHead,It as TableHeader,Gt as TableRow,e as Tabs,n as TabsContent,o as TabsList,i as TabsTrigger,c as TextDecoder,nt as Textarea,ma as Toaster,S as Tooltip,C as TooltipContent,_ as TooltipProvider,D as TooltipTrigger,da as TreeSelect,a as buttonVariants,t as cn,ba as getSeedColor,fa as getSphericalGradient,wa as toast,tt as useDrawer,T as useSidebar};
2
+ import{a as Pt,b as It,c as jt,d as Ft,e as Gt,f as Lt,g as Ht,h as Rt,i as At}from"./chunk-C7GTPYMH.mjs";import{a as e,b as o,c as i,d as n}from"./chunk-VMOF3XI2.mjs";import{a as nt}from"./chunk-MQMO7DMT.mjs";import{a as wa,b as ma}from"./chunk-KUASF3Q3.mjs";import{a as da}from"./chunk-IXP2VV7S.mjs";import{a as la,b as pa}from"./chunk-E7OHIWSF.mjs";import{a as T,b as M,d as P,e as I,f as j,g as F,h as G,i as L,j as H,k as R,l as A,m as N,n as B,o as E,p as U,q as O,r as q,s as V,t as J,u as K,v as Q,w as W,x as X,y as Y}from"./chunk-YENXK5HF.mjs";import{a as _,b as S,c as D,d as C}from"./chunk-QC5MA4WL.mjs";import{a as g}from"./chunk-YBV4CPVD.mjs";import{a as h,b as v,c as u,d as w,e as m,f,g as b,h as x,i as y,j as k}from"./chunk-DMHIFNXF.mjs";import{a as z}from"./chunk-CNRZOMR4.mjs";import{a as pt}from"./chunk-7APORI4E.mjs";import{a as tt,b as at,c as rt,d as et,e as ot,f as it}from"./chunk-NGEWZBAJ.mjs";import{a as Z,b as $}from"./chunk-5TVDBV74.mjs";import{a as ut,b as wt,c as mt,d as ft,e as bt,f as xt,g as yt,h as kt,i as zt,j as _t,k as St,l as Dt,m as Ct,n as Tt,o as Mt}from"./chunk-HGKFS62N.mjs";import{a as gt,b as ht,c as vt}from"./chunk-L36V45FD.mjs";import{a as ct}from"./chunk-S2TENS3V.mjs";import{a as p}from"./chunk-NEOUFWZN.mjs";import{a as st}from"./chunk-WY4HCUAP.mjs";import{a as sa}from"./chunk-KGNX6UST.mjs";import{a as ca}from"./chunk-RYJZXDJ5.mjs";import{a as Nt,b as Bt,c as Et}from"./chunk-FZ3NXOFK.mjs";import{a as Zt,b as $t,c as ta,d as aa,e as ra,f as ea,g as oa,h as ia,i as na}from"./chunk-U6XL5TKL.mjs";import{a as Ut,b as Ot,c as qt,d as Vt,e as Jt,f as Kt,g as Qt,h as Wt,i as Xt,j as Yt}from"./chunk-TAMQA7LM.mjs";import"./chunk-4LR7SOCY.mjs";import{a as lt}from"./chunk-VDRRSPND.mjs";import{a as dt}from"./chunk-AL2CF5GT.mjs";import{a,b as r}from"./chunk-HRYHWWL4.mjs";import{a as l}from"./chunk-Z6RAFZ3C.mjs";import{b as s}from"./chunk-AEZ5XKKG.mjs";import{a as d}from"./chunk-WF73K6X2.mjs";import{a as c}from"./chunk-CMV76O4U.mjs";import{a as ga,b as ha,c as va,d as ua}from"./chunk-LFPVTYLX.mjs";import{a as fa,b as ba}from"./chunk-4LUOGI24.mjs";import{a as t}from"./chunk-S5TKCF6T.mjs";import"./chunk-KPAOPUY2.mjs";export{ga as Accordion,ua as AccordionContent,ha as AccordionItem,va as AccordionTrigger,r as Button,dt as Calendar,sa as Checkbox,ca as Combobox,Zt as Command,$t as CommandDialog,ra as CommandEmpty,ea as CommandGroup,ta as CommandInput,ia as CommandItem,aa as CommandList,oa as CommandSeparator,na as CommandShortcut,lt as DatePicker,pt as DateRangePicker,Ut as Dialog,Vt as DialogClose,Kt as DialogContent,Yt as DialogDescription,Wt as DialogFooter,Qt as DialogHeader,Jt as DialogOverlay,qt as DialogPortal,Xt as DialogTitle,Ot as DialogTrigger,at as Drawer,ot as DrawerBody,it as DrawerFooter,rt as DrawerHeader,et as DrawerTitle,ut as DropdownMenu,St as DropdownMenuCheckboxItem,zt as DropdownMenuContent,mt as DropdownMenuGroup,_t as DropdownMenuItem,Ct as DropdownMenuLabel,ft as DropdownMenuPortal,xt as DropdownMenuRadioGroup,Dt as DropdownMenuRadioItem,Tt as DropdownMenuSeparator,Mt as DropdownMenuShortcut,bt as DropdownMenuSub,kt as DropdownMenuSubContent,yt as DropdownMenuSubTrigger,wt as DropdownMenuTrigger,gt as Field,vt as FieldDescription,ht as FieldLabel,ct as FileUpload,l as GeometricFluidGrid,s as GlitchLink,p as Input,st as Label,d as PixelLoad,Nt as Popover,Et as PopoverContent,Bt as PopoverTrigger,la as RadioGroup,pa as RadioGroupItem,Z as ScrollArea,$ as ScrollBar,g as Separator,h as Sheet,u as SheetClose,f as SheetContent,k as SheetDescription,x as SheetFooter,b as SheetHeader,m as SheetOverlay,w as SheetPortal,y as SheetTitle,v as SheetTrigger,P as Sidebar,A as SidebarContent,H as SidebarFooter,N as SidebarGroup,E as SidebarGroupAction,U as SidebarGroupContent,B as SidebarGroupLabel,L as SidebarHeader,G as SidebarInput,F as SidebarInset,O as SidebarMenu,J as SidebarMenuAction,K as SidebarMenuBadge,V as SidebarMenuButton,q as SidebarMenuItem,Q as SidebarMenuSkeleton,W as SidebarMenuSub,Y as SidebarMenuSubButton,X as SidebarMenuSubItem,M as SidebarProvider,j as SidebarRail,R as SidebarSeparator,I as SidebarTrigger,z as Skeleton,Pt as Table,jt as TableBody,At as TableCaption,Ht as TableCell,Rt as TableCellAction,Ft as TableFooter,Lt as TableHead,It as TableHeader,Gt as TableRow,e as Tabs,n as TabsContent,o as TabsList,i as TabsTrigger,c as TextDecoder,nt as Textarea,ma as Toaster,S as Tooltip,C as TooltipContent,_ as TooltipProvider,D as TooltipTrigger,da as TreeSelect,a as buttonVariants,t as cn,ba as getSeedColor,fa as getSphericalGradient,wa as toast,tt as useDrawer,T as useSidebar};
3
3
  //# sourceMappingURL=index.mjs.map
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@alkimi.org/ui-kit",
3
- "version": "0.9.2",
3
+ "version": "0.9.3",
4
4
  "packageManager": "pnpm@10.26.0",
5
5
  "description": "A React component library built with shadcn/ui and Tailwind CSS",
6
6
  "main": "./dist/index.js",
@@ -1,3 +0,0 @@
1
- "use client";
2
- import{a as c}from"./chunk-KPAOPUY2.mjs";import{useEffect as N,useRef as $}from"react";import{jsx as D}from"react/jsx-runtime";var m=17,B=1,P=5,q=(x,a)=>{if(x<a){let s=1-x/a;return s*s*(3-2*s)}return 0},v=class{constructor(a){c(this,"x",0);c(this,"y",0);c(this,"anchorX",0);c(this,"anchorY",0);c(this,"vx",0);c(this,"vy",0);c(this,"nodes",[]);c(this,"opacity",0);c(this,"glitchZones",[]);c(this,"maxReach",180);this.anchorX=a.x,this.anchorY=a.y,this.x=this.anchorX,this.y=this.anchorY,this.init()}init(){this.nodes=[];let a=3+Math.floor(Math.random()*3);for(let s=0;s<a;s++){let e=15+Math.random()*25,b=(Math.random()-.5)*60,u=(Math.random()-.5)*60;this.nodes.push({offsetX:b,offsetY:u,vx:(Math.random()-.5)*.1,vy:(Math.random()-.5)*.1,radius:e,t:Math.random()*100})}this.opacity=1}update(){let a=this.anchorX-this.x,s=this.anchorY-this.y,e=5e-4,b=a*e,u=s*e,g=(Math.random()-.5)*.01,r=(Math.random()-.5)*.01;if(this.vx+=b+g,this.vy+=u+r,this.vx*=.96,this.vy*=.96,this.x+=this.vx,this.y+=this.vy,this.nodes.forEach(n=>{n.t+=.005,n.offsetX+=Math.sin(n.t)*.1+n.vx,n.offsetY+=Math.cos(n.t*.9)*.1+n.vy;let d=70;(n.offsetX>d||n.offsetX<-d)&&(n.vx*=-1),(n.offsetY>d||n.offsetY<-d)&&(n.vy*=-1),n.radius+=Math.sin(n.t*2)*.1}),this.glitchZones=this.glitchZones.filter(n=>n.life>0),this.glitchZones.forEach(n=>n.life--),Math.random()<.03){let d=f=>Math.round((f-m/2)/m)*m+m/2,R=this.x+(Math.random()-.5)*80,X=this.y+(Math.random()-.5)*80,p=d(R),i=d(X);if((Math.random()>.6?"line":"dot")==="line"){let f=Math.random()>.5,y=40+Math.random()*80,t=2;this.glitchZones.push({x:f?p-t/2:p-y/2,y:f?i-y/2:i-t/2,w:f?t:y,h:f?y:t,life:8+Math.random()*12})}else this.glitchZones.push({x:p-4/2,y:i-4/2,w:4,h:4,life:6+Math.random()*10})}}},F=class{constructor(a,s){c(this,"x");c(this,"y");c(this,"opacity");c(this,"decay");c(this,"nodes");c(this,"maxReach",60);this.x=a,this.y=s,this.opacity=.8,this.decay=.03,this.nodes=[];let e=2;for(let b=0;b<e;b++)this.nodes.push({offsetX:(Math.random()-.5)*10,offsetY:(Math.random()-.5)*10,vx:(Math.random()-.5)*1,vy:(Math.random()-.5)*1,radius:5+Math.random()*10,t:0})}update(){this.opacity-=this.decay,this.nodes.forEach(a=>{a.offsetX+=a.vx,a.offsetY+=a.vy,a.radius*=.95})}},_=({variant:x="animated"})=>{let a=$(null);return N(()=>{let s=a.current;if(!s)return;let e=s.getContext("2d");if(!e)return;let b,u=[],g=[],r={x:-1e3,y:-1e3,lastX:-1e3,lastY:-1e3},n=()=>{u=[];let i=s.width,h=s.height;u.push(new v({x:i-i*.15,y:h*.15})),u.push(new v({x:i*.4,y:h*.4})),u.push(new v({x:i*.05+50,y:h-h*.15})),u.push(new v({x:i-i*.05-50,y:h-h*.05-50}))},d=()=>{let i=s.getBoundingClientRect();s.width=i.width,s.height=i.height,n()},R=i=>{let h=s.getBoundingClientRect();r.x=i.clientX-h.left,r.y=i.clientY-h.top,r.lastX===-1e3&&(r.lastX=r.x,r.lastY=r.y);let f=r.x-r.lastX,y=r.y-r.lastY;Math.sqrt(f*f+y*y)>20&&(g.push(new F(r.x,r.y)),r.lastX=r.x,r.lastY=r.y)},X=()=>{d()},p=()=>{let i=s.width,h=s.height;if(e.fillStyle="#050505",e.fillRect(0,0,i,h),x==="static"){for(let t=m/2;t<i;t+=m)for(let l=m/2;l<h;l+=m)e.fillStyle="rgba(47, 47, 47, 1)",e.fillRect(t-.5,l-.5,1,1);return}u.forEach(t=>t.update());for(let t=g.length-1;t>=0;t--)g[t].update(),g[t].opacity<=0&&g.splice(t,1);let f=[...u,...g],y=[];u.forEach(t=>y.push(...t.glitchZones));for(let t=m/2;t<i;t+=m)for(let l=m/2;l<h;l+=m){let C=!1;for(let o of y)if(t>=o.x&&t<=o.x+o.w&&l>=o.y&&l<=o.y+o.h){C=!0;break}if(C){if(e.fillStyle="rgba(182, 243, 191, 0.95)",Math.random()>.1){let o=Math.random()>.5?P*.7:B*2;e.beginPath(),e.arc(t,l,o/2,0,Math.PI*2),e.fill()}continue}let M=0,I=!1;for(let o of f)if(Math.abs(t-o.x)<o.maxReach&&Math.abs(l-o.y)<o.maxReach){I=!0;break}if(!I){e.fillStyle="rgba(47, 47, 47, 1)",e.fillRect(t-.5,l-.5,1,1);continue}for(let o of f){let E=t-o.x,z=l-o.y;if(Math.abs(E)>o.maxReach||Math.abs(z)>o.maxReach)continue;let w=0;for(let Y of o.nodes){let Z=E-Y.offsetX,G=z-Y.offsetY,S=Math.sqrt(Z*Z+G*G);w+=q(S,Y.radius)}w>1&&(w=1),M+=w*o.opacity}if(M>1&&(M=1),M>.01){let G=Math.floor(255+-73*M),S=Math.floor(255+-12*M),L=Math.floor(255+-64*M),A=M*.5,k=B+M*(P-B);e.fillStyle=`rgba(${G}, ${S}, ${L}, ${A})`,e.beginPath(),e.arc(t,l,k/2,0,Math.PI*2),e.fill()}else e.fillStyle="rgba(47, 47, 47, 1)",e.fillRect(t-.5,l-.5,1,1)}b=requestAnimationFrame(p)};return window.addEventListener("resize",X),x==="animated"&&window.addEventListener("mousemove",R),d(),p(),()=>{window.removeEventListener("resize",X),x==="animated"&&window.removeEventListener("mousemove",R),cancelAnimationFrame(b)}},[x]),D("canvas",{ref:a,className:"fixed inset-0 -z-999 w-full h-full pointer-events-none"})},V=_;export{V as a};
3
- //# sourceMappingURL=chunk-2CF4QASK.mjs.map
@@ -1 +0,0 @@
1
- {"version":3,"sources":["../src/components/GeometricFluidGrid.tsx"],"sourcesContent":["\"use client\"\nimport React, { useEffect, useRef } from \"react\"\n\n// --- CONFIGURATION ---\nconst GAP = 17\nconst BASE_SIZE = 1\nconst MAX_SIZE = 5\n\n// --- TYPES ---\ninterface Node {\n offsetX: number\n offsetY: number\n vx: number\n vy: number\n radius: number\n t: number\n}\n\ninterface GlitchZone {\n x: number\n y: number\n w: number\n h: number\n life: number\n}\n\ninterface MouseState {\n x: number\n y: number\n lastX: number\n lastY: number\n}\n\n// --- MATH HELPERS ---\nconst getFalloff = (dist: number, radius: number): number => {\n if (dist < radius) {\n const val = 1 - dist / radius\n return val * val * (3 - 2 * val)\n }\n return 0\n}\n\n// --- CLASSES ---\nclass AnchoredBlob {\n // Current Position\n x: number = 0\n y: number = 0\n\n // Anchor Position (Home base)\n anchorX: number = 0\n anchorY: number = 0\n\n // Movement\n vx: number = 0\n vy: number = 0\n\n // Appearance\n nodes: Node[] = []\n opacity: number = 0\n\n // Glitch State\n glitchZones: GlitchZone[] = []\n maxReach: number = 180\n\n constructor(anchorConfig: { x: number; y: number }) {\n this.anchorX = anchorConfig.x\n this.anchorY = anchorConfig.y\n this.x = this.anchorX\n this.y = this.anchorY\n this.init()\n }\n\n init() {\n // 1. Create Internal Nodes (The \"Blob\" composition)\n this.nodes = []\n const nodeCount = 3 + Math.floor(Math.random() * 3) // 3 to 5 nodes\n\n for (let i = 0; i < nodeCount; i++) {\n // Significantly smaller radius (15-40px) to reduce central bulk\n const r = 15 + Math.random() * 25\n // Wider initial spread\n const ox = (Math.random() - 0.5) * 60\n const oy = (Math.random() - 0.5) * 60\n\n this.nodes.push({\n offsetX: ox,\n offsetY: oy,\n vx: (Math.random() - 0.5) * 0.1, // Slower internal movement (was 0.4)\n vy: (Math.random() - 0.5) * 0.1,\n radius: r,\n t: Math.random() * 100,\n })\n }\n\n this.opacity = 1\n }\n\n update() {\n // --- 1. Tethered Movement Logic ---\n const dx = this.anchorX - this.x\n const dy = this.anchorY - this.y\n\n // Spring constant (very loose)\n const k = 0.0005\n const ax = dx * k\n const ay = dy * k\n\n // Random wandering force - Reduced significantly for slower drift\n const wx = (Math.random() - 0.5) * 0.01 // was 0.05\n const wy = (Math.random() - 0.5) * 0.01 // was 0.05\n\n this.vx += ax + wx\n this.vy += ay + wy\n\n this.vx *= 0.96\n this.vy *= 0.96\n\n this.x += this.vx\n this.y += this.vy\n\n // --- 2. Internal Node Animation ---\n this.nodes.forEach((node) => {\n // Slow down time step\n node.t += 0.005 // was 0.02\n\n // Slower oscillation and movement\n node.offsetX += Math.sin(node.t) * 0.1 + node.vx // amp was 0.4\n node.offsetY += Math.cos(node.t * 0.9) * 0.1 + node.vy\n\n // Constrain to \"nucleus\"\n const maxDist = 70\n if (node.offsetX > maxDist || node.offsetX < -maxDist) node.vx *= -1\n if (node.offsetY > maxDist || node.offsetY < -maxDist) node.vy *= -1\n\n // Pulse size\n node.radius += Math.sin(node.t * 2) * 0.1\n })\n\n // --- 3. Manage Glitch Zones ---\n // Remove dead glitches\n this.glitchZones = this.glitchZones.filter((g) => g.life > 0)\n this.glitchZones.forEach((g) => g.life--)\n\n // Randomly spawn new glitches\n if (Math.random() < 0.03) {\n // 3% chance per frame\n const spread = 80\n\n // Snap random positions to exact grid points to ensure clean lines\n const snap = (v: number) =>\n Math.round((v - GAP / 2) / GAP) * GAP + GAP / 2\n\n const rawCx = this.x + (Math.random() - 0.5) * spread\n const rawCy = this.y + (Math.random() - 0.5) * spread\n\n const cx = snap(rawCx)\n const cy = snap(rawCy)\n\n const type = Math.random() > 0.6 ? \"line\" : \"dot\"\n\n if (type === \"line\") {\n const isVert = Math.random() > 0.5\n // Medium length: 40-120px\n const len = 40 + Math.random() * 80\n\n // Thickness is essentially zero (just a sliver) centered on the grid line\n // to guarantee we only pick up exactly one row/column of dots\n const thickness = 2\n\n this.glitchZones.push({\n x: isVert ? cx - thickness / 2 : cx - len / 2,\n y: isVert ? cy - len / 2 : cy - thickness / 2,\n w: isVert ? thickness : len,\n h: isVert ? len : thickness,\n life: 8 + Math.random() * 12,\n })\n } else {\n // Single dot\n // Box just large enough to catch one grid point\n const size = 4\n\n this.glitchZones.push({\n x: cx - size / 2,\n y: cy - size / 2,\n w: size,\n h: size,\n life: 6 + Math.random() * 10,\n })\n }\n }\n }\n}\n\nclass TrailBlob {\n x: number\n y: number\n opacity: number\n decay: number\n nodes: Node[]\n maxReach: number = 60\n\n constructor(x: number, y: number) {\n this.x = x\n this.y = y\n this.opacity = 0.8\n this.decay = 0.03\n\n this.nodes = []\n const count = 2\n for (let i = 0; i < count; i++) {\n this.nodes.push({\n offsetX: (Math.random() - 0.5) * 10,\n offsetY: (Math.random() - 0.5) * 10,\n vx: (Math.random() - 0.5) * 1,\n vy: (Math.random() - 0.5) * 1,\n radius: 5 + Math.random() * 10,\n t: 0,\n })\n }\n }\n\n update() {\n this.opacity -= this.decay\n this.nodes.forEach((node) => {\n node.offsetX += node.vx\n node.offsetY += node.vy\n node.radius *= 0.95\n })\n }\n}\n\ninterface GeometricFluidGridProps {\n variant?: \"animated\" | \"static\"\n}\n\nconst GeometricFluidGrid: React.FC<GeometricFluidGridProps> = ({\n variant = \"animated\",\n}) => {\n const canvasRef = useRef<HTMLCanvasElement>(null)\n\n useEffect(() => {\n const canvas = canvasRef.current\n if (!canvas) return\n\n const ctx = canvas.getContext(\"2d\")\n if (!ctx) return\n\n let animationFrameId: number\n let orbs: AnchoredBlob[] = []\n let trail: TrailBlob[] = []\n let mouse: MouseState = { x: -1000, y: -1000, lastX: -1000, lastY: -1000 }\n\n const initWorld = () => {\n orbs = []\n const w = canvas.width\n const h = canvas.height\n\n // 1. Top Right\n orbs.push(\n new AnchoredBlob({\n x: w - w * 0.15,\n y: h * 0.15,\n })\n )\n\n // 2. ~40% from top and ~40% from left\n orbs.push(\n new AnchoredBlob({\n x: w * 0.4,\n y: h * 0.4,\n })\n )\n\n // 3. Bottom Left\n orbs.push(\n new AnchoredBlob({\n x: w * 0.05 + 50,\n y: h - h * 0.15,\n })\n )\n\n // 4. Bottom Right\n orbs.push(\n new AnchoredBlob({\n x: w - w * 0.05 - 50,\n y: h - h * 0.05 - 50,\n })\n )\n }\n\n const resize = () => {\n const rect = canvas.getBoundingClientRect()\n canvas.width = rect.width\n canvas.height = rect.height\n initWorld()\n }\n\n const handleMouseMove = (e: MouseEvent) => {\n const rect = canvas.getBoundingClientRect()\n mouse.x = e.clientX - rect.left\n mouse.y = e.clientY - rect.top\n\n if (mouse.lastX === -1000) {\n mouse.lastX = mouse.x\n mouse.lastY = mouse.y\n }\n\n const dx = mouse.x - mouse.lastX\n const dy = mouse.y - mouse.lastY\n const dist = Math.sqrt(dx * dx + dy * dy)\n\n if (dist > 20) {\n trail.push(new TrailBlob(mouse.x, mouse.y))\n mouse.lastX = mouse.x\n mouse.lastY = mouse.y\n }\n }\n\n const handleResize = () => {\n resize()\n }\n\n const draw = () => {\n const w = canvas.width\n const h = canvas.height\n\n // Clear Screen\n ctx.fillStyle = \"#050505\"\n ctx.fillRect(0, 0, w, h)\n\n // Static variant: just render uniform dots\n if (variant === \"static\") {\n for (let x = GAP / 2; x < w; x += GAP) {\n for (let y = GAP / 2; y < h; y += GAP) {\n ctx.fillStyle = \"rgba(47, 47, 47, 1)\"\n ctx.fillRect(x - 0.5, y - 0.5, 1, 1)\n }\n }\n return // No animation loop for static variant\n }\n\n // Animated variant: update and render with animations\n // Update Logic\n orbs.forEach((orb) => orb.update())\n for (let i = trail.length - 1; i >= 0; i--) {\n trail[i].update()\n if (trail[i].opacity <= 0) trail.splice(i, 1)\n }\n\n const renderList = [...orbs, ...trail]\n\n // Collect all glitch zones for easier checking inside the loop\n // We flat map them to a simple array to iterate quickly\n const allGlitches: GlitchZone[] = []\n orbs.forEach((o) => allGlitches.push(...o.glitchZones))\n\n for (let x = GAP / 2; x < w; x += GAP) {\n for (let y = GAP / 2; y < h; y += GAP) {\n // --- GLITCH CHECK ---\n // Check if this specific grid dot is inside a glitch zone\n let isGlitching = false\n for (const g of allGlitches) {\n // Simple AABB check\n if (x >= g.x && x <= g.x + g.w && y >= g.y && y <= g.y + g.h) {\n isGlitching = true\n break\n }\n }\n\n if (isGlitching) {\n // Glitched Dot: Bright\n // We use the grid itself to manifest the glitch\n ctx.fillStyle = \"rgba(182, 243, 191, 0.95)\"\n\n // Randomly skip some dots in the glitch line for a \"broken\" look\n if (Math.random() > 0.1) {\n const size = Math.random() > 0.5 ? MAX_SIZE * 0.7 : BASE_SIZE * 2\n ctx.beginPath()\n ctx.arc(x, y, size / 2, 0, Math.PI * 2)\n ctx.fill()\n }\n continue // Skip standard influence calculation for this dot\n }\n\n // --- STANDARD INFLUENCE CHECK ---\n let totalInfluence = 0\n\n // Optimization: Is near blob?\n let nearby = false\n for (const entity of renderList) {\n if (\n Math.abs(x - entity.x) < entity.maxReach &&\n Math.abs(y - entity.y) < entity.maxReach\n ) {\n nearby = true\n break\n }\n }\n\n if (!nearby) {\n // Passive Background Dot\n ctx.fillStyle = \"rgba(47, 47, 47, 1)\"\n ctx.fillRect(x - 0.5, y - 0.5, 1, 1)\n continue\n }\n\n // Calculate Influence\n for (const entity of renderList) {\n const dx = x - entity.x\n const dy = y - entity.y\n\n if (\n Math.abs(dx) > entity.maxReach ||\n Math.abs(dy) > entity.maxReach\n )\n continue\n\n let localInf = 0\n for (const node of entity.nodes) {\n const nx = dx - node.offsetX\n const ny = dy - node.offsetY\n const dist = Math.sqrt(nx * nx + ny * ny)\n localInf += getFalloff(dist, node.radius)\n }\n if (localInf > 1) localInf = 1\n totalInfluence += localInf * entity.opacity\n }\n\n if (totalInfluence > 1) totalInfluence = 1\n\n // Draw Cell\n if (totalInfluence > 0.01) {\n // Gradient: White (Edge) to Green (#B6F3BF - Center)\n const edgeR = 255,\n centerR = 182\n const edgeG = 255,\n centerG = 243\n const edgeB = 255,\n centerB = 191\n\n // Interpolate from White (0 influence) to Green (1 influence)\n const r = Math.floor(edgeR + (centerR - edgeR) * totalInfluence)\n const g = Math.floor(edgeG + (centerG - edgeG) * totalInfluence)\n const b = Math.floor(edgeB + (centerB - edgeB) * totalInfluence)\n\n const alpha = totalInfluence * 0.5\n const size = BASE_SIZE + totalInfluence * (MAX_SIZE - BASE_SIZE)\n\n ctx.fillStyle = `rgba(${r}, ${g}, ${b}, ${alpha})`\n ctx.beginPath()\n ctx.arc(x, y, size / 2, 0, Math.PI * 2)\n ctx.fill()\n } else {\n ctx.fillStyle = \"rgba(47, 47, 47, 1)\"\n ctx.fillRect(x - 0.5, y - 0.5, 1, 1)\n }\n }\n }\n\n 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- "use strict";Object.defineProperty(exports, "__esModule", {value: true});"use client";
2
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f=Math.random()>.5,y=40+Math.random()*80,t=2;this.glitchZones.push({x:f?p-t/2:p-y/2,y:f?i-y/2:i-t/2,w:f?t:y,h:f?y:t,life:8+Math.random()*12})}else this.glitchZones.push({x:p-4/2,y:i-4/2,w:4,h:4,life:6+Math.random()*10})}}},F=class{constructor(a,s){_chunkXYO4VLMFjs.a.call(void 0, this,"x");_chunkXYO4VLMFjs.a.call(void 0, this,"y");_chunkXYO4VLMFjs.a.call(void 0, this,"opacity");_chunkXYO4VLMFjs.a.call(void 0, this,"decay");_chunkXYO4VLMFjs.a.call(void 0, this,"nodes");_chunkXYO4VLMFjs.a.call(void 0, this,"maxReach",60);this.x=a,this.y=s,this.opacity=.8,this.decay=.03,this.nodes=[];let e=2;for(let b=0;b<e;b++)this.nodes.push({offsetX:(Math.random()-.5)*10,offsetY:(Math.random()-.5)*10,vx:(Math.random()-.5)*1,vy:(Math.random()-.5)*1,radius:5+Math.random()*10,t:0})}update(){this.opacity-=this.decay,this.nodes.forEach(a=>{a.offsetX+=a.vx,a.offsetY+=a.vy,a.radius*=.95})}},_=({variant:x="animated"})=>{let a=_react.useRef.call(void 0, null);return _react.useEffect.call(void 0, ()=>{let 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3
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@@ -1 +0,0 @@
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client\"\nimport React, { useEffect, useRef } from \"react\"\n\n// --- CONFIGURATION ---\nconst GAP = 17\nconst BASE_SIZE = 1\nconst MAX_SIZE = 5\n\n// --- TYPES ---\ninterface Node {\n offsetX: number\n offsetY: number\n vx: number\n vy: number\n radius: number\n t: number\n}\n\ninterface GlitchZone {\n x: number\n y: number\n w: number\n h: number\n life: number\n}\n\ninterface MouseState {\n x: number\n y: number\n lastX: number\n lastY: number\n}\n\n// --- MATH HELPERS ---\nconst getFalloff = (dist: number, radius: number): number => {\n if (dist < radius) {\n const val = 1 - dist / radius\n return val * val * (3 - 2 * val)\n }\n return 0\n}\n\n// --- CLASSES ---\nclass AnchoredBlob {\n // Current Position\n x: number = 0\n y: number = 0\n\n // Anchor Position (Home base)\n anchorX: number = 0\n anchorY: number = 0\n\n // Movement\n vx: number = 0\n vy: number = 0\n\n // Appearance\n nodes: Node[] = []\n opacity: number = 0\n\n // Glitch State\n glitchZones: GlitchZone[] = []\n maxReach: number = 180\n\n constructor(anchorConfig: { x: number; y: number }) {\n this.anchorX = anchorConfig.x\n this.anchorY = anchorConfig.y\n this.x = this.anchorX\n this.y = this.anchorY\n this.init()\n }\n\n init() {\n // 1. Create Internal Nodes (The \"Blob\" composition)\n this.nodes = []\n const nodeCount = 3 + Math.floor(Math.random() * 3) // 3 to 5 nodes\n\n for (let i = 0; i < nodeCount; i++) {\n // Significantly smaller radius (15-40px) to reduce central bulk\n const r = 15 + Math.random() * 25\n // Wider initial spread\n const ox = (Math.random() - 0.5) * 60\n const oy = (Math.random() - 0.5) * 60\n\n this.nodes.push({\n offsetX: ox,\n offsetY: oy,\n vx: (Math.random() - 0.5) * 0.1, // Slower internal movement (was 0.4)\n vy: (Math.random() - 0.5) * 0.1,\n radius: r,\n t: Math.random() * 100,\n })\n }\n\n this.opacity = 1\n }\n\n update() {\n // --- 1. Tethered Movement Logic ---\n const dx = this.anchorX - this.x\n const dy = this.anchorY - this.y\n\n // Spring constant (very loose)\n const k = 0.0005\n const ax = dx * k\n const ay = dy * k\n\n // Random wandering force - Reduced significantly for slower drift\n const wx = (Math.random() - 0.5) * 0.01 // was 0.05\n const wy = (Math.random() - 0.5) * 0.01 // was 0.05\n\n this.vx += ax + wx\n this.vy += ay + wy\n\n this.vx *= 0.96\n this.vy *= 0.96\n\n this.x += this.vx\n this.y += this.vy\n\n // --- 2. Internal Node Animation ---\n this.nodes.forEach((node) => {\n // Slow down time step\n node.t += 0.005 // was 0.02\n\n // Slower oscillation and movement\n node.offsetX += Math.sin(node.t) * 0.1 + node.vx // amp was 0.4\n node.offsetY += Math.cos(node.t * 0.9) * 0.1 + node.vy\n\n // Constrain to \"nucleus\"\n const maxDist = 70\n if (node.offsetX > maxDist || node.offsetX < -maxDist) node.vx *= -1\n if (node.offsetY > maxDist || node.offsetY < -maxDist) node.vy *= -1\n\n // Pulse size\n node.radius += Math.sin(node.t * 2) * 0.1\n })\n\n // --- 3. Manage Glitch Zones ---\n // Remove dead glitches\n this.glitchZones = this.glitchZones.filter((g) => g.life > 0)\n this.glitchZones.forEach((g) => g.life--)\n\n // Randomly spawn new glitches\n if (Math.random() < 0.03) {\n // 3% chance per frame\n const spread = 80\n\n // Snap random positions to exact grid points to ensure clean lines\n const snap = (v: number) =>\n Math.round((v - GAP / 2) / GAP) * GAP + GAP / 2\n\n const rawCx = this.x + (Math.random() - 0.5) * spread\n const rawCy = this.y + (Math.random() - 0.5) * spread\n\n const cx = snap(rawCx)\n const cy = snap(rawCy)\n\n const type = Math.random() > 0.6 ? \"line\" : \"dot\"\n\n if (type === \"line\") {\n const isVert = Math.random() > 0.5\n // Medium length: 40-120px\n const len = 40 + Math.random() * 80\n\n // Thickness is essentially zero (just a sliver) centered on the grid line\n // to guarantee we only pick up exactly one row/column of dots\n const thickness = 2\n\n this.glitchZones.push({\n x: isVert ? cx - thickness / 2 : cx - len / 2,\n y: isVert ? cy - len / 2 : cy - thickness / 2,\n w: isVert ? thickness : len,\n h: isVert ? len : thickness,\n life: 8 + Math.random() * 12,\n })\n } else {\n // Single dot\n // Box just large enough to catch one grid point\n const size = 4\n\n this.glitchZones.push({\n x: cx - size / 2,\n y: cy - size / 2,\n w: size,\n h: size,\n life: 6 + Math.random() * 10,\n })\n }\n }\n }\n}\n\nclass TrailBlob {\n x: number\n y: number\n opacity: number\n decay: number\n nodes: Node[]\n maxReach: number = 60\n\n constructor(x: number, y: number) {\n this.x = x\n this.y = y\n this.opacity = 0.8\n this.decay = 0.03\n\n this.nodes = []\n const count = 2\n for (let i = 0; i < count; i++) {\n this.nodes.push({\n offsetX: (Math.random() - 0.5) * 10,\n offsetY: (Math.random() - 0.5) * 10,\n vx: (Math.random() - 0.5) * 1,\n vy: (Math.random() - 0.5) * 1,\n radius: 5 + Math.random() * 10,\n t: 0,\n })\n }\n }\n\n update() {\n this.opacity -= this.decay\n this.nodes.forEach((node) => {\n node.offsetX += node.vx\n node.offsetY += node.vy\n node.radius *= 0.95\n })\n }\n}\n\ninterface GeometricFluidGridProps {\n variant?: \"animated\" | \"static\"\n}\n\nconst GeometricFluidGrid: React.FC<GeometricFluidGridProps> = ({\n variant = \"animated\",\n}) => {\n const canvasRef = useRef<HTMLCanvasElement>(null)\n\n useEffect(() => {\n const canvas = canvasRef.current\n if (!canvas) return\n\n const ctx = canvas.getContext(\"2d\")\n if (!ctx) return\n\n let animationFrameId: number\n let orbs: AnchoredBlob[] = []\n let trail: TrailBlob[] = []\n let mouse: MouseState = { x: -1000, y: -1000, lastX: -1000, lastY: -1000 }\n\n const initWorld = () => {\n orbs = []\n const w = canvas.width\n const h = canvas.height\n\n // 1. Top Right\n orbs.push(\n new AnchoredBlob({\n x: w - w * 0.15,\n y: h * 0.15,\n })\n )\n\n // 2. ~40% from top and ~40% from left\n orbs.push(\n new AnchoredBlob({\n x: w * 0.4,\n y: h * 0.4,\n })\n )\n\n // 3. Bottom Left\n orbs.push(\n new AnchoredBlob({\n x: w * 0.05 + 50,\n y: h - h * 0.15,\n })\n )\n\n // 4. Bottom Right\n orbs.push(\n new AnchoredBlob({\n x: w - w * 0.05 - 50,\n y: h - h * 0.05 - 50,\n })\n )\n }\n\n const resize = () => {\n const rect = canvas.getBoundingClientRect()\n canvas.width = rect.width\n canvas.height = rect.height\n initWorld()\n }\n\n const handleMouseMove = (e: MouseEvent) => {\n const rect = canvas.getBoundingClientRect()\n mouse.x = e.clientX - rect.left\n mouse.y = e.clientY - rect.top\n\n if (mouse.lastX === -1000) {\n mouse.lastX = mouse.x\n mouse.lastY = mouse.y\n }\n\n const dx = mouse.x - mouse.lastX\n const dy = mouse.y - mouse.lastY\n const dist = Math.sqrt(dx * dx + dy * dy)\n\n if (dist > 20) {\n trail.push(new TrailBlob(mouse.x, mouse.y))\n mouse.lastX = mouse.x\n mouse.lastY = mouse.y\n }\n }\n\n const handleResize = () => {\n resize()\n }\n\n const draw = () => {\n const w = canvas.width\n const h = canvas.height\n\n // Clear Screen\n ctx.fillStyle = \"#050505\"\n ctx.fillRect(0, 0, w, h)\n\n // Static variant: just render uniform dots\n if (variant === \"static\") {\n for (let x = GAP / 2; x < w; x += GAP) {\n for (let y = GAP / 2; y < h; y += GAP) {\n ctx.fillStyle = \"rgba(47, 47, 47, 1)\"\n ctx.fillRect(x - 0.5, y - 0.5, 1, 1)\n }\n }\n return // No animation loop for static variant\n }\n\n // Animated variant: update and render with animations\n // Update Logic\n orbs.forEach((orb) => orb.update())\n for (let i = trail.length - 1; i >= 0; i--) {\n trail[i].update()\n if (trail[i].opacity <= 0) trail.splice(i, 1)\n }\n\n const renderList = [...orbs, ...trail]\n\n // Collect all glitch zones for easier checking inside the loop\n // We flat map them to a simple array to iterate quickly\n const allGlitches: GlitchZone[] = []\n orbs.forEach((o) => allGlitches.push(...o.glitchZones))\n\n for (let x = GAP / 2; x < w; x += GAP) {\n for (let y = GAP / 2; y < h; y += GAP) {\n // --- GLITCH CHECK ---\n // Check if this specific grid dot is inside a glitch zone\n let isGlitching = false\n for (const g of allGlitches) {\n // Simple AABB check\n if (x >= g.x && x <= g.x + g.w && y >= g.y && y <= g.y + g.h) {\n isGlitching = true\n break\n }\n }\n\n if (isGlitching) {\n // Glitched Dot: Bright\n // We use the grid itself to manifest the glitch\n ctx.fillStyle = \"rgba(182, 243, 191, 0.95)\"\n\n // Randomly skip some dots in the glitch line for a \"broken\" look\n if (Math.random() > 0.1) {\n const size = Math.random() > 0.5 ? MAX_SIZE * 0.7 : BASE_SIZE * 2\n ctx.beginPath()\n ctx.arc(x, y, size / 2, 0, Math.PI * 2)\n ctx.fill()\n }\n continue // Skip standard influence calculation for this dot\n }\n\n // --- STANDARD INFLUENCE CHECK ---\n let totalInfluence = 0\n\n // Optimization: Is near blob?\n let nearby = false\n for (const entity of renderList) {\n if (\n Math.abs(x - entity.x) < entity.maxReach &&\n Math.abs(y - entity.y) < entity.maxReach\n ) {\n nearby = true\n break\n }\n }\n\n if (!nearby) {\n // Passive Background Dot\n ctx.fillStyle = \"rgba(47, 47, 47, 1)\"\n ctx.fillRect(x - 0.5, y - 0.5, 1, 1)\n continue\n }\n\n // Calculate Influence\n for (const entity of renderList) {\n const dx = x - entity.x\n const dy = y - entity.y\n\n if (\n Math.abs(dx) > entity.maxReach ||\n Math.abs(dy) > entity.maxReach\n )\n continue\n\n let localInf = 0\n for (const node of entity.nodes) {\n const nx = dx - node.offsetX\n const ny = dy - node.offsetY\n const dist = Math.sqrt(nx * nx + ny * ny)\n localInf += getFalloff(dist, node.radius)\n }\n if (localInf > 1) localInf = 1\n totalInfluence += localInf * entity.opacity\n }\n\n if (totalInfluence > 1) totalInfluence = 1\n\n // Draw Cell\n if (totalInfluence > 0.01) {\n // Gradient: White (Edge) to Green (#B6F3BF - Center)\n const edgeR = 255,\n centerR = 182\n const edgeG = 255,\n centerG = 243\n const edgeB = 255,\n centerB = 191\n\n // Interpolate from White (0 influence) to Green (1 influence)\n const r = Math.floor(edgeR + (centerR - edgeR) * totalInfluence)\n const g = Math.floor(edgeG + (centerG - edgeG) * totalInfluence)\n const b = Math.floor(edgeB + (centerB - edgeB) * totalInfluence)\n\n const alpha = totalInfluence * 0.5\n const size = BASE_SIZE + totalInfluence * (MAX_SIZE - BASE_SIZE)\n\n ctx.fillStyle = `rgba(${r}, ${g}, ${b}, ${alpha})`\n ctx.beginPath()\n ctx.arc(x, y, size / 2, 0, Math.PI * 2)\n ctx.fill()\n } else {\n ctx.fillStyle = \"rgba(47, 47, 47, 1)\"\n ctx.fillRect(x - 0.5, y - 0.5, 1, 1)\n }\n }\n }\n\n animationFrameId = requestAnimationFrame(draw)\n }\n\n window.addEventListener(\"resize\", handleResize)\n if (variant === \"animated\") {\n window.addEventListener(\"mousemove\", handleMouseMove)\n }\n\n resize()\n draw()\n\n return () => {\n window.removeEventListener(\"resize\", handleResize)\n if (variant === \"animated\") {\n window.removeEventListener(\"mousemove\", handleMouseMove)\n }\n cancelAnimationFrame(animationFrameId)\n }\n }, [variant])\n\n return (\n <canvas\n ref={canvasRef}\n className=\"fixed inset-0 -z-999 w-full h-full pointer-events-none\"\n />\n )\n}\n\nexport default GeometricFluidGrid\n"]}