@es3d/es3d 1.0.0 → 1.0.1
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.
- package/LICENSE +201 -201
- package/README.md +86 -86
- package/docs/SPEC.md +417 -417
- package/package.json +1 -1
- package/scripts/es3d-cli.mjs +377 -377
- package/src/cache/geometry-store.js +392 -392
- package/src/cache/mesh-bundle.js +123 -123
- package/src/cache/sha256.js +73 -73
- package/src/format/ast.js +238 -238
- package/src/format/colors.js +93 -93
- package/src/format/compact-parser.js +171 -171
- package/src/format/compact-tokenizer.js +165 -165
- package/src/format/errors.js +247 -247
- package/src/format/json.js +55 -55
- package/src/format/limits.js +14 -14
- package/src/format/parse.js +92 -92
- package/src/format/schema.js +617 -617
- package/src/format/serializer.js +333 -333
- package/src/format/validator.js +330 -330
- package/src/format/value-error.js +12 -12
- package/src/format/value-format.js +314 -314
- package/src/format/values.js +459 -459
- package/src/format/xml-parser.js +136 -136
- package/src/format/xml-tokenizer.js +237 -237
- package/src/geometry/contour.js +86 -86
- package/src/geometry/extrude.js +175 -175
- package/src/geometry/gear.js +85 -85
- package/src/geometry/geometry-cache.js +159 -159
- package/src/geometry/lod-error.js +178 -178
- package/src/geometry/mesh.js +458 -458
- package/src/geometry/primitives.js +299 -299
- package/src/geometry/registry.js +645 -645
- package/src/geometry/revolve.js +136 -136
- package/src/geometry/sweep.js +441 -441
- package/src/index.js +47 -47
- package/src/io/compression.js +67 -67
- package/src/io/convert.js +236 -236
- package/src/io/download.js +13 -13
- package/src/io/external-scene.js +127 -127
- package/src/io/file-loader.js +28 -28
- package/src/io/gltf.js +630 -630
- package/src/io/mesh-import.js +104 -104
- package/src/io/obj.js +352 -352
- package/src/io/step-brep.js +439 -439
- package/src/io/step-exact.js +1149 -1149
- package/src/io/step.js +1418 -1418
- package/src/io/stl.js +193 -193
- package/src/io/svg-import.js +787 -787
- package/src/material/materials.js +154 -154
- package/src/math/mat4.js +475 -475
- package/src/math/random.js +30 -30
- package/src/math/trig.js +65 -65
- package/src/math/vec3.js +81 -81
- package/src/optimize/optimizer.js +579 -579
- package/src/path/path-flatten.js +322 -322
- package/src/path/path-parser.js +332 -332
- package/src/path/shapes.js +129 -129
- package/src/path/triangulate.js +517 -517
- package/src/pipeline.js +74 -74
- package/src/render/camera.js +168 -168
- package/src/render/frame-builder.js +362 -362
- package/src/render/geometry-pool.js +149 -149
- package/src/render/lighting.js +149 -149
- package/src/render/orbit-controls.js +237 -237
- package/src/render/renderer.js +258 -249
- package/src/render/scroll-timeline.js +104 -104
- package/src/render/shaders/glsl.js +285 -285
- package/src/render/shaders/wgsl.js +252 -252
- package/src/render/stage.js +364 -352
- package/src/render/texture-cache.js +40 -40
- package/src/render/textures.js +223 -223
- package/src/render/webgl2/webgl2-backend.js +586 -532
- package/src/render/webgpu/webgpu-backend.js +482 -480
- package/src/scene/flatten.js +754 -754
- package/src/scene/picking.js +161 -161
- package/src/scene/scene-graph.js +320 -320
- package/src/transform/transform.js +211 -211
- package/src/wasm/kernels-binary.js +3 -3
- package/src/wasm/kernels.js +385 -385
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// Page scroll -> animation progress for timeline="scroll" animations.
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//
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// Progress runs from 0 to 1 while a section of the page scrolls past. The
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// usual layout is a tall section with a sticky canvas inside it:
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//
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// <section id="tour" style="height: 400vh">
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// <div style="position: sticky; top: 0; height: 100vh"> canvas </div>
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// <p data-es3d-stop>…</p> <p data-es3d-stop="0.5">…</p> …
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// </section>
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//
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// Without stops, progress is 0 when the section's top reaches the top of the
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// viewport and 1 when its bottom reaches the bottom. Elements inside it with
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// data-es3d-stop pin progress values to page content instead: a stop is
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// reached when the element's centre is at the viewport's centre (its value,
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// or i / (n - 1) for the i-th of n stops when the attribute is empty), and
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// progress is interpolated between stops. Give the camera's keyTimes the same
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// values and each key view lines up with its paragraph.
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//
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// Scroll events only mark the timeline stale; update() reads layout at most
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// once per frame. The value eases towards the scroll position so wheel steps
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// do not jerk the camera. With reduced motion it jumps from stop to stop.
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const reducedMotionQuery = () => typeof matchMedia === 'function' && matchMedia('(prefers-reduced-motion: reduce)').matches;
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export class ScrollTimeline {
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/**
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* @param {HTMLElement} section element whose scroll position drives progress
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* @param {{smoothing?: number, reducedMotion?: boolean}} [opts] smoothing: time constant in seconds (0 = none)
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*/
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constructor(section, opts = {}) {
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this.section = section;
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this.smoothing = opts.smoothing ?? 0.12;
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this.reducedMotion = opts.reducedMotion ?? reducedMotionQuery();
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this.value = NaN; // current (smoothed) progress
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this.target = 0; // progress the scroll position asks for
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this.stale = true;
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this.markStale = () => {
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this.stale = true;
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};
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addEventListener('scroll', this.markStale, { passive: true, capture: true });
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addEventListener('resize', this.markStale, { passive: true });
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}
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dispose() {
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removeEventListener('scroll', this.markStale, { capture: true });
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removeEventListener('resize', this.markStale);
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}
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/** Stops inside the section: [{el, value}] in document order. */
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stops() {
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const els = [...this.section.querySelectorAll('[data-es3d-stop]')];
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return els.map((el, i) => {
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const raw = el.getAttribute('data-es3d-stop');
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const v = raw === null || raw.trim() === '' ? (els.length > 1 ? i / (els.length - 1) : 0) : Number(raw);
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return { el, value: Number.isFinite(v) ? Math.min(1, Math.max(0, v)) : 0 };
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});
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}
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/** Progress for the current scroll position (reads layout). */
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measure() {
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const vh = innerHeight || 1;
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const stops = this.stops();
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if (!stops.length) {
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const r = this.section.getBoundingClientRect();
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const range = r.height - vh;
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if (range <= 0) return r.top <= 0 ? 1 : 0;
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return Math.min(1, Math.max(0, -r.top / range));
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}
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// signed distance of each stop's centre below the viewport centre
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const d = stops.map((s) => {
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const r = s.el.getBoundingClientRect();
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return r.top + r.height / 2 - vh / 2;
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});
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if (d[0] >= 0) return stops[0].value;
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const last = stops.length - 1;
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if (d[last] <= 0) return stops[last].value;
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let i = 0;
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while (i < last - 1 && d[i + 1] <= 0) i++;
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const u = d[i] === d[i + 1] ? 0 : -d[i] / (d[i + 1] - d[i]);
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if (this.reducedMotion) return u < 0.5 ? stops[i].value : stops[i + 1].value;
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return stops[i].value + (stops[i + 1].value - stops[i].value) * u;
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}
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/**
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* Advance by dt seconds. Returns true when the value changed (redraw).
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* @param {number} dt
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*/
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update(dt) {
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if (this.stale) {
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this.stale = false;
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this.target = this.measure();
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}
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if (Number.isNaN(this.value) || this.reducedMotion || !(this.smoothing > 0)) {
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if (this.value === this.target) return false;
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this.value = this.target;
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return true;
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}
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const diff = this.target - this.value;
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if (diff === 0) return false;
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if (Math.abs(diff) < 1e-4) this.value = this.target;
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else this.value += diff * (1 - Math.exp(-Math.max(dt, 0) / this.smoothing));
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return true;
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}
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}
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// Page scroll -> animation progress for timeline="scroll" animations.
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+
//
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3
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+
// Progress runs from 0 to 1 while a section of the page scrolls past. The
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+
// usual layout is a tall section with a sticky canvas inside it:
|
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+
//
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// <section id="tour" style="height: 400vh">
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// <div style="position: sticky; top: 0; height: 100vh"> canvas </div>
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// <p data-es3d-stop>…</p> <p data-es3d-stop="0.5">…</p> …
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// </section>
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//
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11
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+
// Without stops, progress is 0 when the section's top reaches the top of the
|
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+
// viewport and 1 when its bottom reaches the bottom. Elements inside it with
|
|
13
|
+
// data-es3d-stop pin progress values to page content instead: a stop is
|
|
14
|
+
// reached when the element's centre is at the viewport's centre (its value,
|
|
15
|
+
// or i / (n - 1) for the i-th of n stops when the attribute is empty), and
|
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+
// progress is interpolated between stops. Give the camera's keyTimes the same
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// values and each key view lines up with its paragraph.
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//
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// Scroll events only mark the timeline stale; update() reads layout at most
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// once per frame. The value eases towards the scroll position so wheel steps
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// do not jerk the camera. With reduced motion it jumps from stop to stop.
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+
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const reducedMotionQuery = () => typeof matchMedia === 'function' && matchMedia('(prefers-reduced-motion: reduce)').matches;
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export class ScrollTimeline {
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/**
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* @param {HTMLElement} section element whose scroll position drives progress
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* @param {{smoothing?: number, reducedMotion?: boolean}} [opts] smoothing: time constant in seconds (0 = none)
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*/
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constructor(section, opts = {}) {
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this.section = section;
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this.smoothing = opts.smoothing ?? 0.12;
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this.reducedMotion = opts.reducedMotion ?? reducedMotionQuery();
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this.value = NaN; // current (smoothed) progress
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this.target = 0; // progress the scroll position asks for
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this.stale = true;
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this.markStale = () => {
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this.stale = true;
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};
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addEventListener('scroll', this.markStale, { passive: true, capture: true });
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addEventListener('resize', this.markStale, { passive: true });
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}
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dispose() {
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removeEventListener('scroll', this.markStale, { capture: true });
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removeEventListener('resize', this.markStale);
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}
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/** Stops inside the section: [{el, value}] in document order. */
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stops() {
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const els = [...this.section.querySelectorAll('[data-es3d-stop]')];
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return els.map((el, i) => {
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const raw = el.getAttribute('data-es3d-stop');
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const v = raw === null || raw.trim() === '' ? (els.length > 1 ? i / (els.length - 1) : 0) : Number(raw);
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return { el, value: Number.isFinite(v) ? Math.min(1, Math.max(0, v)) : 0 };
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});
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}
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/** Progress for the current scroll position (reads layout). */
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measure() {
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const vh = innerHeight || 1;
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const stops = this.stops();
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if (!stops.length) {
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const r = this.section.getBoundingClientRect();
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const range = r.height - vh;
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if (range <= 0) return r.top <= 0 ? 1 : 0;
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return Math.min(1, Math.max(0, -r.top / range));
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}
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// signed distance of each stop's centre below the viewport centre
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const d = stops.map((s) => {
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const r = s.el.getBoundingClientRect();
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return r.top + r.height / 2 - vh / 2;
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});
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if (d[0] >= 0) return stops[0].value;
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const last = stops.length - 1;
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if (d[last] <= 0) return stops[last].value;
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let i = 0;
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while (i < last - 1 && d[i + 1] <= 0) i++;
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const u = d[i] === d[i + 1] ? 0 : -d[i] / (d[i + 1] - d[i]);
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if (this.reducedMotion) return u < 0.5 ? stops[i].value : stops[i + 1].value;
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return stops[i].value + (stops[i + 1].value - stops[i].value) * u;
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}
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/**
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* Advance by dt seconds. Returns true when the value changed (redraw).
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* @param {number} dt
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*/
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update(dt) {
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if (this.stale) {
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this.stale = false;
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this.target = this.measure();
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}
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if (Number.isNaN(this.value) || this.reducedMotion || !(this.smoothing > 0)) {
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if (this.value === this.target) return false;
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this.value = this.target;
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return true;
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}
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const diff = this.target - this.value;
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if (diff === 0) return false;
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if (Math.abs(diff) < 1e-4) this.value = this.target;
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else this.value += diff * (1 - Math.exp(-Math.max(dt, 0) / this.smoothing));
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return true;
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}
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}
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