@cosmictraveler002/anim-kit 1.3.0 → 1.4.0

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@@ -2,6 +2,8 @@ import type { CommonOptions, Destroy, TargetLike } from "../core/types.js";
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  export interface DragRailOptions extends CommonOptions {
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  /** Scroll viewport around the track — defaults to `track.parentElement`. */
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  viewport?: TargetLike;
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+ /** Motion axis — `"auto"` flips vertical when only the column overflows. @default `"x"` */
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+ axis?: "x" | "y" | "auto";
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  /** Children that tilt with velocity. @default `":scope > *"` */
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  item?: string;
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  /** Follow speed toward the intent, per 60fps frame (0..1). @default 0.1 */
@@ -16,8 +18,14 @@ export interface DragRailOptions extends CommonOptions {
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  tilt?: number;
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  /** Tilt clamp, degrees. @default 8 */
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  tiltMax?: number;
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- /** `(pos, velocity) => {}` called every rendered frame while mounted. */
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+ /** `(pos, velocity) => {}` called every rendered frame while mounted (pos along the active axis). */
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  onTick?: (pos: number, velocity: number) => void;
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  }
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+ /**
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+ * The axis rule shared by `dragRail` and `glRail`: fixed when asked, otherwise
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+ * the layout decides — a rail only runs vertical when the *column* overflows
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+ * and the row doesn't (a mobile stack), everything else is horizontal.
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+ */
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+ export declare function resolveRailAxis(track: HTMLElement, viewport: HTMLElement, pref: "x" | "y" | "auto"): "x" | "y";
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  export declare function dragRail(target: TargetLike, options?: DragRailOptions): Destroy;
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  //# sourceMappingURL=drag-rail.d.ts.map
@@ -1 +1 @@
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- {"version":3,"file":"drag-rail.d.ts","sourceRoot":"","sources":["../../src/effects/drag-rail.ts"],"names":[],"mappings":"AA2CA,OAAO,KAAK,EAAE,aAAa,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAE3E,MAAM,WAAW,eAAgB,SAAQ,aAAa;IACpD,4EAA4E;IAC5E,QAAQ,CAAC,EAAE,UAAU,CAAC;IACtB,gEAAgE;IAChE,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,2EAA2E;IAC3E,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,sEAAsE;IACtE,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,sFAAsF;IACtF,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,yFAAyF;IACzF,KAAK,CAAC,EAAE,OAAO,CAAC;IAChB,0EAA0E;IAC1E,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,sCAAsC;IACtC,OAAO,CAAC,EAAE,MAAM,CAAC;IACjB,yEAAyE;IACzE,MAAM,CAAC,EAAE,CAAC,GAAG,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,KAAK,IAAI,CAAC;CAClD;AAED,wBAAgB,QAAQ,CAAC,MAAM,EAAE,UAAU,EAAE,OAAO,GAAE,eAAoB,GAAG,OAAO,CAyKnF"}
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+ {"version":3,"file":"drag-rail.d.ts","sourceRoot":"","sources":["../../src/effects/drag-rail.ts"],"names":[],"mappings":"AAkDA,OAAO,KAAK,EAAE,aAAa,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAE3E,MAAM,WAAW,eAAgB,SAAQ,aAAa;IACpD,4EAA4E;IAC5E,QAAQ,CAAC,EAAE,UAAU,CAAC;IACtB,2FAA2F;IAC3F,IAAI,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,MAAM,CAAC;IAC1B,gEAAgE;IAChE,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,2EAA2E;IAC3E,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,sEAAsE;IACtE,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,sFAAsF;IACtF,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,yFAAyF;IACzF,KAAK,CAAC,EAAE,OAAO,CAAC;IAChB,0EAA0E;IAC1E,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,sCAAsC;IACtC,OAAO,CAAC,EAAE,MAAM,CAAC;IACjB,qGAAqG;IACrG,MAAM,CAAC,EAAE,CAAC,GAAG,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,KAAK,IAAI,CAAC;CAClD;AAED;;;;GAIG;AACH,wBAAgB,eAAe,CAC7B,KAAK,EAAE,WAAW,EAClB,QAAQ,EAAE,WAAW,EACrB,IAAI,EAAE,GAAG,GAAG,GAAG,GAAG,MAAM,GACvB,GAAG,GAAG,GAAG,CAKX;AAED,wBAAgB,QAAQ,CAAC,MAAM,EAAE,UAAU,EAAE,OAAO,GAAE,eAAoB,GAAG,OAAO,CAiMnF"}
@@ -1,5 +1,5 @@
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  /**
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- * Drag rail — the bounded, inertia-driven horizontal rail.
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+ * Drag rail — the bounded, inertia-driven rail (horizontal or vertical).
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  *
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  * A grab-and-throw rail with real physics, extracted from the drag-driven
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  * portfolio rail pattern: pointer drag, wheel and trackpad all feed one
@@ -29,11 +29,18 @@
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  * - **Velocity-reactive items.** `tilt` rotates children proportionally to the
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  * rendered per-frame velocity (the cards lean into motion and spring flat at
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  * rest); `onTick` exposes pos/velocity for WebGL or custom consumers.
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+ * - **Two axes.** `axis: "x"` (default), `"y"`, or `"auto"` — under `auto`
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+ * the *layout* decides via `resolveRailAxis()` (only the column overflows →
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+ * vertical, otherwise horizontal; the same rule glRail uses to pick its
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+ * bend axis). touch-action claims the rail's own gesture axis (`pan-y` for
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+ * a horizontal rail, `pan-x` for a vertical one) so the page never fights
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+ * the rail for a swipe, and a mid-life flip re-keys the transform instead
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+ * of leaving the stale axis behind.
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  * - **Fidelity.** `destroy()` removes every listener + the ticker, kills the
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  * tilt state and restores the inline cursor/user-select/touch-action the
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  * effect had overwritten.
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  *
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- * dragRail(".ak-rail-track", { tilt: 0.05 })
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+ * dragRail(".ak-rail-track", { tilt: 0.05, axis: "auto" })
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  *
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  * CSS: viewport `overflow: hidden`; track `display: flex; width: max-content;
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  * gap: 1rem; cursor: grab; user-select: none; touch-action: pan-y`.
@@ -41,12 +48,24 @@
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  import { gsap, initGSAP } from "../core/gsap.js";
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  import { guard } from "../core/guard.js";
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  import { one, toArray } from "../core/util.js";
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+ /**
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+ * The axis rule shared by `dragRail` and `glRail`: fixed when asked, otherwise
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+ * the layout decides — a rail only runs vertical when the *column* overflows
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+ * and the row doesn't (a mobile stack), everything else is horizontal.
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+ */
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+ export function resolveRailAxis(track, viewport, pref) {
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+ if (pref !== "auto")
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+ return pref;
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+ const overflowY = track.scrollHeight - viewport.clientHeight;
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+ const overflowX = track.scrollWidth - viewport.clientWidth;
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+ return overflowY > 0 && overflowX <= 0 ? "y" : "x";
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+ }
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  export function dragRail(target, options = {}) {
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  initGSAP();
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  const track = one(target);
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  if (!track)
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  return () => { };
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- const { viewport, item = ":scope > *", lerp = 0.1, edge = 140, throwScale = 14, wheel = true, tilt = 0, tiltMax = 8, onTick, } = options;
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+ const { viewport, axis: axisOpt = "x", item = ":scope > *", lerp = 0.1, edge = 140, throwScale = 14, wheel = true, tilt = 0, tiltMax = 8, onTick, } = options;
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  return guard(options, () => {
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  const vp = one(viewport) ?? track.parentElement ?? track;
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  const prevStyle = {
@@ -55,13 +74,24 @@ export function dragRail(target, options = {}) {
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  touchAction: track.style.touchAction,
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  };
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  /* ---------------- bounds ---------------- */
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- let min = 0; // most-negative resting x (content overflows left)
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+ let axis = resolveRailAxis(track, vp, axisOpt);
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+ let flipped = false; // axis changed mid-life → force a transform re-key
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+ let min = 0; // most-negative resting position (content overflows)
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  let max = 0; // start of the rail
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- let pos = 0; // rendered x
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- let intent = 0; // wanted x (drag/wheel/throw feed this)
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+ let pos = 0; // rendered position
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+ let intent = 0; // wanted position (drag/wheel/throw feed this)
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  const measure = () => {
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- const overflow = Math.max(0, track.scrollWidth - vp.clientWidth);
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- min = -overflow;
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+ const next = resolveRailAxis(track, vp, axisOpt);
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+ if (next !== axis) {
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+ axis = next;
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+ flipped = true;
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+ // Claim the rail's own gesture axis; the other one belongs to the page.
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+ track.style.touchAction = axis === "x" ? "pan-y" : "pan-x";
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+ }
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+ const overflow = axis === "x"
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+ ? track.scrollWidth - vp.clientWidth
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+ : track.scrollHeight - vp.clientHeight;
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+ min = -Math.max(0, overflow);
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  max = 0;
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  // Fold an out-of-range position back through the soft edge (no jump).
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  intent = soft(intent);
@@ -77,14 +107,15 @@ export function dragRail(target, options = {}) {
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  }
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  /* ---------------- pointer drag ---------------- */
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  let dragging = false;
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- let lastX = 0;
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+ let last = 0; // last pointer coordinate along the active axis
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  let velocity = 0; // smoothed pointer delta (px/frame-ish)
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  let renderedVel = 0; // rendered per-frame velocity (drives tilt/onTick)
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+ const along = (e) => axis === "x" ? e.clientX : e.clientY;
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  const onPointerDown = (e) => {
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  if (e.pointerType === "mouse" && e.button !== 0)
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  return;
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  dragging = true;
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- lastX = e.clientX;
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+ last = along(e);
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  velocity = 0;
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  try {
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  vp.setPointerCapture(e.pointerId);
@@ -97,10 +128,10 @@ export function dragRail(target, options = {}) {
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  const onPointerMove = (e) => {
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  if (!dragging)
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  return;
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- const dx = e.clientX - lastX;
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- lastX = e.clientX;
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- velocity = velocity * 0.7 + dx * 0.3; // smooth out event-rate jitter
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- intent = soft(intent + dx);
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+ const delta = along(e) - last;
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+ last = along(e);
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+ velocity = velocity * 0.7 + delta * 0.3; // smooth out event-rate jitter
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+ intent = soft(intent + delta);
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  };
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  const endDrag = (e) => {
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  if (!dragging)
@@ -125,7 +156,13 @@ export function dragRail(target, options = {}) {
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  const onWheel = (e) => {
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  if (!wheel)
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  return;
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- const delta = Math.abs(e.deltaX) > Math.abs(e.deltaY) ? e.deltaX : e.deltaY;
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+ const delta = axis === "x"
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+ ? Math.abs(e.deltaX) > Math.abs(e.deltaY)
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+ ? e.deltaX
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+ : e.deltaY
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+ : e.deltaY;
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+ if (!delta)
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+ return;
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  const bound = delta > 0 ? max : min;
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  const outward = (intent - bound) * (delta > 0 ? 1 : -1);
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  if (outward > edge)
@@ -149,9 +186,11 @@ export function dragRail(target, options = {}) {
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  const prev = pos;
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  pos += (intent - pos) * Math.min(1, lerp * ratio);
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  renderedVel = pos - prev;
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- if (renderedVel === 0 && pos === intent)
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+ if (renderedVel === 0 && pos === intent && !flipped)
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  return; // idle: skip the write
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- gsap.set(track, { x: pos });
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+ flipped = false;
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+ // Re-key both axes: a flip must clear the stale one, never leave it behind.
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+ gsap.set(track, axis === "x" ? { x: pos, y: 0 } : { x: 0, y: pos });
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  if (items.length) {
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  gsap.set(items, {
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  rotation: gsap.utils.clamp(-tiltMax, tiltMax, renderedVel * tilt),
@@ -164,7 +203,7 @@ export function dragRail(target, options = {}) {
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  track.dataset.akRail = "true";
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  track.style.cursor = "grab";
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  track.style.userSelect = "none";
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- track.style.touchAction = "pan-y";
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+ track.style.touchAction = axis === "x" ? "pan-y" : "pan-x";
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  vp.addEventListener("pointerdown", onPointerDown);
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  vp.addEventListener("pointermove", onPointerMove);
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  vp.addEventListener("pointerup", onPointerUp);
@@ -1 +1 @@
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- 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@@ -0,0 +1,29 @@
1
+ import type { CommonOptions, Destroy, TargetLike } from "../core/types.js";
2
+ export interface GlRailOptions extends CommonOptions {
3
+ /** Stage around the track — the canvas covers it. Defaults to `track.parentElement`. */
4
+ viewport?: TargetLike;
5
+ /** Cards re-rendered on the canvas — each needs an `<img>`. @default `":scope > *"` */
6
+ card?: string;
7
+ /** Motion + bend axis: `"x"`, `"y"`, or the layout's choice. @default `"auto"` */
8
+ axis?: "x" | "y" | "auto";
9
+ /** Cylinder radius the cards bend around, px — smaller = stronger bend. @default 1200 */
10
+ radius?: number;
11
+ /** Corner radius, px (rounded-box SDF in the fragment shader). @default 16 */
12
+ corner?: number;
13
+ /** Perspective grid floor under the cards. @default true */
14
+ grid?: boolean;
15
+ /** Device-pixel-ratio cap. @default 2 */
16
+ dpr?: number;
17
+ /** Follow speed toward the intent, per 60fps frame (0..1). @default 0.1 */
18
+ lerp?: number;
19
+ /** Rubber-band resistance distance past the ends, px. @default 140 */
20
+ edge?: number;
21
+ /** Momentum multiplier on release. @default 14 */
22
+ throwScale?: number;
23
+ /** Wheel / trackpad drives the rail (consumed while it can still move). @default true */
24
+ wheel?: boolean;
25
+ /** `(pos, velocity) => {}` called every rendered frame while mounted. */
26
+ onTick?: (pos: number, velocity: number) => void;
27
+ }
28
+ export declare function glRail(target: TargetLike, options?: GlRailOptions): Destroy;
29
+ //# sourceMappingURL=gl-rail.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gl-rail.d.ts","sourceRoot":"","sources":["../../src/three/gl-rail.ts"],"names":[],"mappings":"AAuDA,OAAO,KAAK,EAAE,aAAa,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAE3E,MAAM,WAAW,aAAc,SAAQ,aAAa;IAClD,wFAAwF;IACxF,QAAQ,CAAC,EAAE,UAAU,CAAC;IACtB,uFAAuF;IACvF,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,kFAAkF;IAClF,IAAI,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,MAAM,CAAC;IAC1B,yFAAyF;IACzF,MAAM,CAAC,EAAE,MAAM,CAAC;IAChB,8EAA8E;IAC9E,MAAM,CAAC,EAAE,MAAM,CAAC;IAChB,4DAA4D;IAC5D,IAAI,CAAC,EAAE,OAAO,CAAC;IACf,yCAAyC;IACzC,GAAG,CAAC,EAAE,MAAM,CAAC;IACb,2EAA2E;IAC3E,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,sEAAsE;IACtE,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,kDAAkD;IAClD,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,yFAAyF;IACzF,KAAK,CAAC,EAAE,OAAO,CAAC;IAChB,yEAAyE;IACzE,MAAM,CAAC,EAAE,CAAC,GAAG,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,KAAK,IAAI,CAAC;CAClD;AAsFD,wBAAgB,MAAM,CAAC,MAAM,EAAE,UAAU,EAAE,OAAO,GAAE,aAAkB,GAAG,OAAO,CA4Q/E"}
@@ -0,0 +1,350 @@
1
+ /**
2
+ * GL rail — the WebGL overlay rail: physics below, bent cards above.
3
+ *
4
+ * `dragRail` owns the motion (intent/pos ticker, tanh rubber-band, throw
5
+ * momentum, Lenis-safe wheel, auto axis); this effect adds the GPU layer the
6
+ * flat DOM can't draw: every card re-rendered onto **one fixed canvas** whose
7
+ * surfaces bend around an invisible cylinder, over a perspective grid floor.
8
+ * Why it is shaped this way (audit notes):
9
+ *
10
+ * - **The DOM stays the source of truth.** Cards keep owning layout, labels,
11
+ * hit areas and alt text; each frame reads their viewport rects and the
12
+ * shader re-creates the pixels *beneath* the labels. A label never drifts
13
+ * off its card, because the card **is** the rect the label sits in — only
14
+ * the picture curves.
15
+ * - **The bend lives in the vertex shader.** Each vertex takes its offset
16
+ * along the rail axis (`uOffset + local`), maps it onto a cylinder of
17
+ * `uRadius` (`a = o / R`, `x = R·sin a`, `z = −R·(1−cos a)`) and re-centres
18
+ * so the card's middle stays glued to its DOM position while its edges
19
+ * foreshorten onto the curve. One uniform per card, no per-vertex CPU work
20
+ * — and the rotation the cards need arrives free from the bend itself.
21
+ * - **One renderer for the whole rail.** A single alpha canvas inserted
22
+ * *under* the track (the track's transform creates a stacking context that
23
+ * paints above it): labels stay DOM, card backgrounds stay transparent, and
24
+ * the only pixels the canvas needs are the `<img>`s it hides — each one
25
+ * only after its texture has actually loaded.
26
+ * - **The axis follows the layout.** `axis: "auto"` hands the same
27
+ * `resolveRailAxis()` rule to the physics *and* the bend: row overflows →
28
+ * horizontal rail + bend around Y, only the column overflows (mobile
29
+ * stack) → vertical rail + bend around X. One init serves both.
30
+ * - **Silent no-op ladder.** Missing target → no-op. No
31
+ * `WebGLRenderingContext` (jsdom, SSR, WebGL-disabled browsers) → the flat
32
+ * `dragRail` rail alone, *before* any context is requested (a probe call
33
+ * would itself log). Renderer construction throws → flat rail. Texture 404
34
+ * → that one card's `<img>` stays visible. Under `prefers-reduced-motion`
35
+ * nothing mounts at all (the outer `guard` owns that decision). Nothing
36
+ * ever logs.
37
+ * - **Fidelity.** `destroy()` unwinds the physics, then the GPU: ticker,
38
+ * observers, geometry, materials, textures and the renderer are disposed,
39
+ * the canvas is removed and image opacities + the stage's inline position
40
+ * are restored.
41
+ *
42
+ * glRail("[data-rail]", { radius: 1200, grid: true })
43
+ *
44
+ * CSS: the stage (viewport) `position: relative; overflow: hidden` — the
45
+ * canvas covers it; the track `display: flex; width: max-content; gap: 1rem;
46
+ * cursor: grab; user-select: none; touch-action: pan-y` (flip to a column +
47
+ * `width: 100%; height: max-content` for the vertical layout). Cards
48
+ * `position: relative` with a **transparent background** — labels paint above
49
+ * the canvas for free, the effect hides only the media.
50
+ */
51
+ import * as THREE from "three";
52
+ import { gsap, initGSAP } from "../core/gsap.js";
53
+ import { guard } from "../core/guard.js";
54
+ import { one, toArray } from "../core/util.js";
55
+ import { dragRail, resolveRailAxis } from "../effects/drag-rail.js";
56
+ /* Card: the cylinder bend in the vertex shader, cover-crop + SDF corners in
57
+ the fragment — the pixel contract is webglMedia's, bent to the rail. */
58
+ const CARD_VERT = /* glsl */ `
59
+ varying vec2 vUv;
60
+ uniform vec2 uSize; // card size, px
61
+ uniform float uOffset; // centre offset from the stage centre along the rail axis, px
62
+ uniform float uRadius; // cylinder radius, px
63
+ uniform float uAxis; // 0 = rail runs x (bend around Y), 1 = rail runs y (bend around X)
64
+
65
+ void main() {
66
+ vUv = uv;
67
+ vec3 p = vec3(position.xy * uSize, 0.0);
68
+ float along = uAxis < 0.5 ? p.x : p.y;
69
+ float a = (uOffset + along) / uRadius;
70
+ // Re-centre on the card's own middle: the centre stays glued to the DOM
71
+ // rect while the edges foreshorten onto the cylinder.
72
+ float bent = uRadius * sin(a) - uRadius * sin(uOffset / uRadius) + uOffset;
73
+ if (uAxis < 0.5) p.x = bent; else p.y = bent;
74
+ p.z = -uRadius * (1.0 - cos(a));
75
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(p, 1.0);
76
+ }
77
+ `;
78
+ const CARD_FRAG = /* glsl */ `
79
+ precision highp float;
80
+ varying vec2 vUv;
81
+ uniform sampler2D uTex;
82
+ uniform vec2 uRes;
83
+ uniform vec2 uTexSize;
84
+ uniform float uCorner;
85
+
86
+ float sdRoundBox(vec2 p, vec2 b, float r) {
87
+ vec2 q = abs(p) - b + r;
88
+ return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r;
89
+ }
90
+
91
+ void main() {
92
+ vec2 px = (vUv - 0.5) * uRes;
93
+ float d = sdRoundBox(px, uRes * 0.5, uCorner);
94
+ float alpha = 1.0 - smoothstep(-1.0, 1.0, d); // 1px-ish AA on the corner
95
+ if (alpha < 0.003) discard;
96
+
97
+ // object-fit: cover — window the texture around its centre.
98
+ vec2 scale = uRes / max(uTexSize, vec2(1.0));
99
+ vec2 cover = (vUv - 0.5) * (scale / max(scale.x, scale.y)) + 0.5;
100
+ gl_FragColor = vec4(texture2D(uTex, cover).rgb, alpha);
101
+ }
102
+ `;
103
+ /* Floor: one plane lying at the bottom of the stage, lines in world space,
104
+ fading toward the horizon and the sides, drifting slightly with the rail. */
105
+ const GRID_VERT = /* glsl */ `
106
+ varying vec2 vWorld; // world xz under this fragment
107
+ void main() {
108
+ vec4 wp = modelMatrix * vec4(position, 1.0);
109
+ vWorld = wp.xz;
110
+ gl_Position = projectionMatrix * viewMatrix * wp;
111
+ }
112
+ `;
113
+ const GRID_FRAG = /* glsl */ `
114
+ precision highp float;
115
+ varying vec2 vWorld;
116
+ uniform vec2 uShift; // parallax drift with the rail position, px
117
+ uniform vec3 uColor;
118
+ uniform float uOpacity;
119
+ uniform float uSpacing;
120
+
121
+ void main() {
122
+ vec2 cell = (vWorld + uShift) / uSpacing;
123
+ vec2 grad = abs(fract(cell - 0.5) - 0.5) / max(fwidth(cell), 1e-5);
124
+ float line = 1.0 - min(min(grad.x, grad.y), 1.0);
125
+ float depth = smoothstep(-5200.0, -400.0, vWorld.y); // melt into the horizon
126
+ float side = 1.0 - smoothstep(1300.0, 3600.0, abs(vWorld.x));
127
+ gl_FragColor = vec4(uColor, line * uOpacity * depth * side);
128
+ }
129
+ `;
130
+ /** Floor geometry constants — near edge slightly in front of the cards, far
131
+ edge past the horizon; the stage bottom sits where the z=0 plane ends. */
132
+ const GRID_SPAN = 7200;
133
+ const GRID_DEPTH = 6000;
134
+ const GRID_NEAR_Z = 520;
135
+ export function glRail(target, options = {}) {
136
+ initGSAP();
137
+ const track = one(target);
138
+ if (!track)
139
+ return () => { };
140
+ const { viewport, card = ":scope > *", axis = "auto", radius = 1200, corner = 16, grid = true, dpr = 2, lerp, edge, throwScale, wheel, onTick, } = options;
141
+ return guard(options, () => {
142
+ const vp = one(viewport) ?? track.parentElement ?? track;
143
+ /* ---------------- physics first: the rail works with or without a GPU ---------------- */
144
+ let lastPos = 0;
145
+ const stopPhysics = dragRail(track, {
146
+ viewport: vp,
147
+ axis,
148
+ lerp,
149
+ edge,
150
+ throwScale,
151
+ wheel,
152
+ // The outer guard already decided about reduced motion for both of us.
153
+ force: true,
154
+ onTick: (pos, velocity) => {
155
+ lastPos = pos;
156
+ onTick?.(pos, velocity);
157
+ },
158
+ });
159
+ /* ---------------- availability ladder (silent, no probes) ---------------- */
160
+ if (typeof window === "undefined" || !("WebGLRenderingContext" in window))
161
+ return stopPhysics;
162
+ let renderer;
163
+ try {
164
+ renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true });
165
+ }
166
+ catch {
167
+ return stopPhysics; // context refused — the flat DOM rail is the fallback
168
+ }
169
+ /* ---------------- stage + camera ---------------- */
170
+ const prevPosition = vp.style.position;
171
+ if (!prevPosition && getComputedStyle(vp).position === "static") {
172
+ vp.style.position = "relative";
173
+ }
174
+ renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, dpr));
175
+ const scene = new THREE.Scene();
176
+ const camera = new THREE.PerspectiveCamera(45, 1, 10, 14000);
177
+ // Pixel-space at z = 0: the z=0 plane exactly fills the stage.
178
+ const fitCamera = (w, h) => {
179
+ camera.aspect = w / h;
180
+ camera.position.set(0, 0, h / 2 / Math.tan((camera.fov * Math.PI) / 360));
181
+ camera.updateProjectionMatrix();
182
+ };
183
+ /* ---------------- grid floor ---------------- */
184
+ let gridMesh = null;
185
+ let gridShift = null;
186
+ if (grid) {
187
+ gridShift = new THREE.Vector2();
188
+ const material = new THREE.ShaderMaterial({
189
+ vertexShader: GRID_VERT,
190
+ fragmentShader: GRID_FRAG,
191
+ uniforms: {
192
+ uShift: { value: gridShift },
193
+ uColor: { value: new THREE.Color(0.66, 0.7, 0.78) },
194
+ uOpacity: { value: 0.24 },
195
+ uSpacing: { value: 150 },
196
+ },
197
+ transparent: true,
198
+ depthWrite: false,
199
+ depthTest: false,
200
+ });
201
+ gridMesh = new THREE.Mesh(new THREE.PlaneGeometry(1, 1), material);
202
+ gridMesh.rotation.x = -Math.PI / 2;
203
+ gridMesh.renderOrder = -1; // floor first, cards over it
204
+ scene.add(gridMesh);
205
+ }
206
+ const geometry = new THREE.PlaneGeometry(1, 1, 24, 12);
207
+ const entries = [];
208
+ const loader = new THREE.TextureLoader();
209
+ let disposed = false;
210
+ for (const el of toArray(card, track)) {
211
+ const img = el.querySelector("img");
212
+ const src = img?.currentSrc || img?.src;
213
+ if (!img || !src)
214
+ continue; // label-only card — nothing to paint
215
+ const uniforms = {
216
+ uTex: { value: null },
217
+ uRes: { value: new THREE.Vector2(1, 1) },
218
+ uTexSize: { value: new THREE.Vector2(1, 1) },
219
+ uCorner: { value: corner },
220
+ uSize: { value: new THREE.Vector2(1, 1) },
221
+ uOffset: { value: 0 },
222
+ uRadius: { value: radius },
223
+ uAxis: { value: 0 },
224
+ };
225
+ const material = new THREE.ShaderMaterial({
226
+ vertexShader: CARD_VERT,
227
+ fragmentShader: CARD_FRAG,
228
+ uniforms,
229
+ transparent: true,
230
+ depthWrite: false,
231
+ depthTest: false,
232
+ });
233
+ // Positions come from the shader (uOffset/uSize), not the 1×1 geometry —
234
+ // the default bounding sphere would cull every card off-screen.
235
+ const mesh = new THREE.Mesh(geometry, material);
236
+ mesh.frustumCulled = false;
237
+ mesh.visible = false;
238
+ scene.add(mesh);
239
+ const prevOpacity = img.style.opacity;
240
+ entries.push({ el, img, mesh, material, prevOpacity });
241
+ loader.load(src, (texture) => {
242
+ if (disposed) {
243
+ texture.dispose();
244
+ return;
245
+ }
246
+ texture.minFilter = THREE.LinearFilter;
247
+ texture.magFilter = THREE.LinearFilter;
248
+ // No sRGB decode: the raw shader passes sampled values through, so
249
+ // the texture stays an ordinary RGBA8 upload (same contract as
250
+ // webglMedia — built-in colourSpace conversion only happens inside
251
+ // three's own material chunks).
252
+ uniforms.uTex.value = texture;
253
+ uniforms.uTexSize.value.set(texture.image?.width || 1, texture.image?.height || 1);
254
+ mesh.visible = true;
255
+ img.style.opacity = "0"; // the canvas owns these pixels from here
256
+ }, undefined, () => {
257
+ /* 404 / decode failure — this card's <img> was never hidden. */
258
+ });
259
+ }
260
+ if (!entries.length) {
261
+ // Nothing renderable — plain dragRail is the whole effect.
262
+ geometry.dispose();
263
+ gridMesh?.geometry.dispose();
264
+ gridMesh?.material?.dispose();
265
+ renderer.dispose();
266
+ return stopPhysics;
267
+ }
268
+ /* ---------------- canvas: under the track, over the stage ---------------- */
269
+ const canvas = renderer.domElement;
270
+ canvas.style.cssText =
271
+ "position:absolute;inset:0;width:100%;height:100%;display:block;pointer-events:none;";
272
+ vp.insertBefore(canvas, track);
273
+ vp.dataset.akGlRail = "true";
274
+ /* ---------------- sizing ---------------- */
275
+ const resize = () => {
276
+ const w = Math.max(1, vp.clientWidth);
277
+ const h = Math.max(1, vp.clientHeight);
278
+ renderer.setSize(w, h, false);
279
+ fitCamera(w, h);
280
+ if (gridMesh) {
281
+ gridMesh.scale.set(GRID_SPAN, GRID_DEPTH, 1);
282
+ // Local +y maps to world −z, so centre the plane to span
283
+ // [GRID_NEAR_Z − GRID_DEPTH, GRID_NEAR_Z] in z.
284
+ gridMesh.position.set(0, -h / 2 + 2, GRID_NEAR_Z - GRID_DEPTH / 2);
285
+ }
286
+ };
287
+ resize();
288
+ let ro = null;
289
+ if (typeof ResizeObserver === "function") {
290
+ ro = new ResizeObserver(resize);
291
+ ro.observe(vp);
292
+ }
293
+ /* ---------------- loop ---------------- */
294
+ let visible = true;
295
+ let io = null;
296
+ if (typeof IntersectionObserver === "function") {
297
+ io = new IntersectionObserver(([entry]) => (visible = entry.isIntersecting), {
298
+ rootMargin: "120px",
299
+ });
300
+ io.observe(vp);
301
+ }
302
+ const sync = () => {
303
+ const stage = vp.getBoundingClientRect();
304
+ const cx = stage.left + stage.width / 2;
305
+ const cy = stage.top + stage.height / 2;
306
+ const vertical = resolveRailAxis(track, vp, axis) === "y";
307
+ for (const entry of entries) {
308
+ const rect = entry.el.getBoundingClientRect();
309
+ const u = entry.material.uniforms;
310
+ u.uOffset.value = vertical
311
+ ? cy - (rect.top + rect.height / 2)
312
+ : rect.left + rect.width / 2 - cx;
313
+ u.uSize.value.set(rect.width, rect.height);
314
+ u.uRes.value.set(rect.width, rect.height);
315
+ u.uAxis.value = vertical ? 1 : 0;
316
+ }
317
+ };
318
+ const render = () => {
319
+ if (!visible)
320
+ return;
321
+ sync();
322
+ gridShift?.set(lastPos * 0.1, 0); // subtle parallax: the floor trails the rail
323
+ renderer.render(scene, camera);
324
+ };
325
+ gsap.ticker.add(render);
326
+ /* ---------------- teardown ---------------- */
327
+ return () => {
328
+ disposed = true;
329
+ stopPhysics();
330
+ gsap.ticker.remove(render);
331
+ io?.disconnect();
332
+ ro?.disconnect();
333
+ for (const entry of entries) {
334
+ entry.material.uniforms.uTex.value?.dispose();
335
+ entry.material.dispose();
336
+ entry.img.style.opacity = entry.prevOpacity;
337
+ }
338
+ geometry.dispose();
339
+ if (gridMesh) {
340
+ gridMesh.geometry.dispose();
341
+ gridMesh.material.dispose();
342
+ }
343
+ renderer.dispose();
344
+ canvas.remove();
345
+ delete vp.dataset.akGlRail;
346
+ vp.style.position = prevPosition;
347
+ };
348
+ });
349
+ }
350
+ //# sourceMappingURL=gl-rail.js.map
@@ -0,0 +1 @@
1
+ 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@@ -6,8 +6,10 @@
6
6
  * The core barrel (`@cosmictraveler002/anim-kit`) never imports three, so
7
7
  * plain DOM/scroll users keep a gsap+lenis-only dependency tree.
8
8
  *
9
- * import { webglMedia } from "@cosmictraveler002/anim-kit/three";
9
+ * import { webglMedia, glRail } from "@cosmictraveler002/anim-kit/three";
10
10
  */
11
11
  export { webglMedia } from "./webgl-media.js";
12
12
  export type { WebglMediaOptions } from "./webgl-media.js";
13
+ export { glRail } from "./gl-rail.js";
14
+ export type { GlRailOptions } from "./gl-rail.js";
13
15
  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/three/index.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AACH,OAAO,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAC9C,YAAY,EAAE,iBAAiB,EAAE,MAAM,kBAAkB,CAAC"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/three/index.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AACH,OAAO,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAC9C,YAAY,EAAE,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAC1D,OAAO,EAAE,MAAM,EAAE,MAAM,cAAc,CAAC;AACtC,YAAY,EAAE,aAAa,EAAE,MAAM,cAAc,CAAC"}