@hdcodedev/snowfall 1.0.2 → 1.0.4
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/README.md +47 -12
- package/dist/index.js +18 -16
- package/dist/index.js.map +1 -1
- package/dist/index.mjs +18 -16
- package/dist/index.mjs.map +1 -1
- package/package.json +1 -1
package/README.md
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@@ -2,6 +2,8 @@
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A realistic snowfall effect for React with physics-based accumulation on surfaces. Features melting, wind, and smart surface detection.
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## Features
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- **Realistic Physics** - Wind, wobble, and varied snowflake speeds
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@@ -39,39 +41,69 @@ export default function App() {
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<SnowfallProvider>
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<Snowfall />
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{/* Auto-detected:
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{/* Auto-detected: Headers accumulate snow on BOTTOM */}
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<header>
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<h1>My Site</h1>
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</header>
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{/* Auto-detected: Footers accumulate snow on TOP (natural piling) */}
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<footer>
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<p>© 2025</p>
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</footer>
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{/* Manual: Force accumulation on any element */}
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<div data-snowfall="top">
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<h2>Custom Element</h2>
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</div>
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{/* Disable accumulation on specific elements */}
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<div data-snowfall="ignore">
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<p>No snow here</p>
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</div>
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</SnowfallProvider>
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);
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}
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```
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### Surface Types
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- **`data-snowfall="top"`** (default for most elements): Snow accumulates on the top edge, piling downward
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- **`data-snowfall="bottom"`** (default for `<header>` tags): Snow accumulates on the bottom edge
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- **`data-snowfall="ignore"`**: Prevents snow accumulation on the element
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By default:
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- `<header>` and `role="banner"` → Bottom accumulation
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- `<footer>` and other elements → Top accumulation (natural piling)
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## Customization
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You can customize physics via the `SnowfallProvider`:
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```
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```tsx
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import { SnowfallProvider, DEFAULT_PHYSICS } from '@hdcodedev/snowfall';
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const customPhysics = {
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...DEFAULT_PHYSICS,
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MAX_FLAKES: 500, // Maximum number of snowflakes
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MELT_SPEED: 0.00005, // How fast snow melts (lower = lasts longer)
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WIND_STRENGTH: 1.5, // Wind intensity
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ACCUMULATION: {
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SIDE_RATE: 1.
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SIDE_RATE: 1.0, // Accumulation rate on sides
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TOP_RATE: 5.0, // Accumulation rate on top surfaces
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BOTTOM_RATE: 5.0, // Accumulation rate on bottom surfaces (headers)
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},
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MAX_DEPTH: {
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TOP: 100, // Max snow height on top surfaces (px)
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BOTTOM: 50, // Max snow height on bottom surfaces (px)
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SIDE: 20, // Max snow width on sides (px)
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},
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FLAKE_SIZE: {
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MIN: 0.5, // Minimum flake radius
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MAX: 1.6, // Maximum flake radius
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}
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};
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// Then use it in your provider - see API section below
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```
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## API
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**Returns:**
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```typescript
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{
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isEnabled: boolean;
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toggleSnow: () => void;
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isEnabled: boolean; // Current enabled state
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toggleSnow: () => void; // Function to toggle snow on/off
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physicsConfig: PhysicsConfig; // Current physics configuration
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updatePhysicsConfig: (config: Partial<PhysicsConfig>) => void; // Update physics
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resetPhysics: () => void; // Reset to default physics
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}
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```
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package/dist/index.js
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@@ -35,22 +35,22 @@ var import_react2 = require("react");
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var import_react = require("react");
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var import_jsx_runtime = require("react/jsx-runtime");
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var DEFAULT_PHYSICS = {
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MAX_FLAKES:
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MELT_SPEED:
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WIND_STRENGTH:
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MAX_FLAKES: 1e3,
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MELT_SPEED: 1e-5,
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WIND_STRENGTH: 1.5,
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ACCUMULATION: {
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SIDE_RATE: 1
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TOP_RATE:
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BOTTOM_RATE:
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SIDE_RATE: 1,
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TOP_RATE: 5,
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BOTTOM_RATE: 5
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},
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MAX_DEPTH: {
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TOP:
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BOTTOM:
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SIDE:
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TOP: 100,
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BOTTOM: 50,
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SIDE: 20
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},
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FLAKE_SIZE: {
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MIN: 0.5,
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MAX:
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MAX: 1.6
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}
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};
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var SnowfallContext = (0, import_react.createContext)(void 0);
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@@ -103,13 +103,11 @@ var VAL_IGNORE = "ignore";
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var VAL_TOP = "top";
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var VAL_BOTTOM = "bottom";
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var TAG_HEADER = "header";
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var TAG_FOOTER = "footer";
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var ROLE_BANNER = "banner";
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var ROLE_CONTENTINFO = "contentinfo";
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// src/utils/snowfall/dom.ts
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var BOTTOM_TAGS = [TAG_HEADER
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var BOTTOM_ROLES = [ROLE_BANNER
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var BOTTOM_TAGS = [TAG_HEADER];
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var BOTTOM_ROLES = [ROLE_BANNER];
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var AUTO_DETECT_TAGS = ["header", "footer", "article", "section", "aside", "nav"];
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var AUTO_DETECT_ROLES = ['[role="banner"]', '[role="contentinfo"]', '[role="main"]'];
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var AUTO_DETECT_CLASSES = [
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const width = sideArray[y] || 0;
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const nextY = Math.min(y + 2, sideArray.length - 1);
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const nextWidth = sideArray[nextY] || 0;
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const heightRatio = y / sideArray.length;
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const gravityMultiplier = Math.pow(heightRatio, 1.5);
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const py = rect.top + y + dy;
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const px = (isLeft ? baseX - width : baseX + width) + dx;
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const px = (isLeft ? baseX - width * gravityMultiplier : baseX + width * gravityMultiplier) + dx;
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const ny = rect.top + nextY + dy;
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const nRatio = nextY / sideArray.length;
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const nGravityMultiplier = Math.pow(nRatio, 1.5);
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const nx = (isLeft ? baseX - nextWidth * nGravityMultiplier : baseX + nextWidth * nGravityMultiplier) + dx;
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targetCtx.lineTo(px, py);
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}
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package/dist/index.js.map
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{"version":3,"sources":["../src/index.ts","../src/Snowfall.tsx","../src/SnowfallProvider.tsx","../src/utils/snowfall/constants.ts","../src/utils/snowfall/dom.ts","../src/utils/snowfall/physics.ts","../src/utils/snowfall/draw.ts"],"sourcesContent":["'use client';\n\nexport { default as Snowfall } from './Snowfall';\nexport { SnowfallProvider, useSnowfall, DEFAULT_PHYSICS } from './SnowfallProvider';\nexport type { PhysicsConfig } from './SnowfallProvider';\n","'use client';\n\nimport { useEffect, useRef, useState } from 'react';\nimport { useSnowfall } from './SnowfallProvider';\nimport { Snowflake, SnowAccumulation } from './utils/snowfall/types';\nimport { getElementRects } from './utils/snowfall/dom';\nimport { createSnowflake, initializeAccumulation, meltAndSmoothAccumulation, updateSnowflakes } from './utils/snowfall/physics';\nimport { drawAccumulations, drawSideAccumulations, drawSnowflake } from './utils/snowfall/draw';\n\nexport default function Snowfall() {\n const { isEnabled, physicsConfig } = useSnowfall();\n const isEnabledRef = useRef(isEnabled);\n const physicsConfigRef = useRef(physicsConfig);\n const [isMounted, setIsMounted] = useState(false);\n const [isVisible, setIsVisible] = useState(false);\n const canvasRef = useRef<HTMLCanvasElement>(null);\n const fixedCanvasRef = useRef<HTMLCanvasElement>(null);\n const snowflakesRef = useRef<Snowflake[]>([]);\n const accumulationRef = useRef<Map<Element, SnowAccumulation>>(new Map());\n const animationIdRef = useRef<number>(0);\n\n useEffect(() => {\n setIsMounted(true);\n }, []);\n\n useEffect(() => {\n isEnabledRef.current = isEnabled;\n }, [isEnabled]);\n\n useEffect(() => {\n physicsConfigRef.current = physicsConfig;\n }, [physicsConfig]);\n\n useEffect(() => {\n if (!isMounted) return;\n\n const canvas = canvasRef.current;\n const fixedCanvas = fixedCanvasRef.current;\n if (!canvas || !fixedCanvas) return;\n\n const ctx = canvas.getContext('2d');\n const fixedCtx = fixedCanvas.getContext('2d');\n if (!ctx || !fixedCtx) return;\n\n const resizeCanvas = () => {\n if (canvasRef.current && fixedCanvasRef.current) {\n const newHeight = Math.max(document.documentElement.scrollHeight, window.innerHeight);\n const newWidth = Math.max(document.documentElement.scrollWidth, window.innerWidth);\n\n if (canvasRef.current.height !== newHeight || canvasRef.current.width !== newWidth) {\n canvasRef.current.width = newWidth;\n canvasRef.current.height = newHeight;\n }\n\n // Fixed canvas matches viewport\n if (fixedCanvasRef.current.width !== window.innerWidth || fixedCanvasRef.current.height !== window.innerHeight) {\n fixedCanvasRef.current.width = window.innerWidth;\n fixedCanvasRef.current.height = window.innerHeight;\n }\n }\n };\n resizeCanvas();\n\n const resizeObserver = new ResizeObserver(() => {\n resizeCanvas();\n });\n resizeObserver.observe(document.body);\n\n snowflakesRef.current = [];\n\n const initAccumulationWrapper = () => {\n initializeAccumulation(accumulationRef.current, physicsConfigRef.current);\n };\n initAccumulationWrapper();\n\n setIsVisible(true);\n\n let lastTime = 0;\n\n const animate = (currentTime: number) => {\n if (lastTime === 0) {\n lastTime = currentTime;\n animationIdRef.current = requestAnimationFrame(animate);\n return;\n }\n\n const deltaTime = Math.min(currentTime - lastTime, 50);\n lastTime = currentTime;\n const dt = deltaTime / 16.67;\n\n ctx.clearRect(0, 0, canvas.width, canvas.height);\n fixedCtx.clearRect(0, 0, fixedCanvas.width, fixedCanvas.height);\n\n const snowflakes = snowflakesRef.current;\n const elementRects = getElementRects(accumulationRef.current);\n\n // Physics Update: Melt and Smooth\n meltAndSmoothAccumulation(elementRects, physicsConfigRef.current, dt);\n\n // Physics Update: Snowflakes & Collisions\n updateSnowflakes(snowflakes, elementRects, physicsConfigRef.current, dt, canvas.width, canvas.height);\n\n // Draw Snowflakes\n for (const flake of snowflakes) {\n drawSnowflake(ctx, flake);\n }\n\n // Spawn new snowflakes\n if (isEnabledRef.current && snowflakes.length < physicsConfigRef.current.MAX_FLAKES) {\n const isBackground = Math.random() < 0.4;\n snowflakes.push(createSnowflake(canvas.width, physicsConfigRef.current, isBackground));\n }\n\n // Draw Accumulation\n drawAccumulations(ctx, fixedCtx, elementRects);\n drawSideAccumulations(ctx, fixedCtx, elementRects);\n\n animationIdRef.current = requestAnimationFrame(animate);\n };\n\n animationIdRef.current = requestAnimationFrame(animate);\n\n const handleResize = () => {\n resizeCanvas();\n accumulationRef.current.clear();\n initAccumulationWrapper();\n };\n\n window.addEventListener('resize', handleResize);\n const checkInterval = setInterval(initAccumulationWrapper, 3000);\n\n return () => {\n cancelAnimationFrame(animationIdRef.current);\n window.removeEventListener('resize', handleResize);\n clearInterval(checkInterval);\n resizeObserver.disconnect();\n };\n }, [isMounted]);\n\n if (!isMounted) return null;\n\n return (\n <>\n <canvas\n ref={canvasRef}\n style={{\n position: 'absolute',\n top: 0,\n left: 0,\n pointerEvents: 'none',\n zIndex: 9999,\n opacity: isVisible ? 1 : 0,\n transition: 'opacity 0.3s ease-in',\n }}\n aria-hidden=\"true\"\n />\n <canvas\n ref={fixedCanvasRef}\n style={{\n position: 'fixed',\n top: 0,\n left: 0,\n pointerEvents: 'none',\n zIndex: 9999,\n opacity: isVisible ? 1 : 0,\n transition: 'opacity 0.3s ease-in',\n }}\n aria-hidden=\"true\"\n />\n </>\n );\n}\n","'use client';\n\nimport React, { createContext, useContext, useState, ReactNode } from 'react';\n\nexport interface PhysicsConfig {\n MAX_FLAKES: number;\n MELT_SPEED: number;\n WIND_STRENGTH: number;\n ACCUMULATION: {\n SIDE_RATE: number;\n TOP_RATE: number;\n BOTTOM_RATE: number;\n };\n MAX_DEPTH: {\n TOP: number;\n BOTTOM: number;\n SIDE: number;\n };\n FLAKE_SIZE: {\n MIN: number;\n MAX: number;\n };\n}\n\nexport const DEFAULT_PHYSICS: PhysicsConfig = {\n MAX_FLAKES: 500,\n MELT_SPEED: 0.00005,\n WIND_STRENGTH: 0.8,\n ACCUMULATION: {\n SIDE_RATE: 1.2,\n TOP_RATE: 1.9,\n BOTTOM_RATE: 1.2,\n },\n MAX_DEPTH: {\n TOP: 50,\n BOTTOM: 25,\n SIDE: 8,\n },\n FLAKE_SIZE: {\n MIN: 0.5,\n MAX: 2.5,\n }\n};\n\ninterface SnowfallContextType {\n isEnabled: boolean;\n toggleSnow: () => void;\n physicsConfig: PhysicsConfig;\n updatePhysicsConfig: (config: Partial<PhysicsConfig>) => void;\n resetPhysics: () => void;\n}\n\nconst SnowfallContext = createContext<SnowfallContextType | undefined>(undefined);\n\nexport function SnowfallProvider({ children }: { children: ReactNode }) {\n const [isEnabled, setIsEnabled] = useState(true);\n const [physicsConfig, setPhysicsConfig] = useState<PhysicsConfig>(DEFAULT_PHYSICS);\n\n const toggleSnow = () => {\n setIsEnabled((prev) => !prev);\n };\n\n const updatePhysicsConfig = (config: Partial<PhysicsConfig>) => {\n setPhysicsConfig((prev) => ({\n ...prev,\n ...config,\n ACCUMULATION: {\n ...prev.ACCUMULATION,\n ...(config.ACCUMULATION || {}),\n },\n MAX_DEPTH: {\n ...prev.MAX_DEPTH,\n ...(config.MAX_DEPTH || {}),\n },\n FLAKE_SIZE: {\n ...prev.FLAKE_SIZE,\n ...(config.FLAKE_SIZE || {}),\n },\n }));\n };\n\n const resetPhysics = () => {\n setPhysicsConfig(DEFAULT_PHYSICS);\n };\n\n return (\n <SnowfallContext.Provider value={{\n isEnabled,\n toggleSnow,\n physicsConfig,\n updatePhysicsConfig,\n resetPhysics\n }}>\n {children}\n </SnowfallContext.Provider>\n );\n}\n\nexport function useSnowfall() {\n const context = useContext(SnowfallContext);\n if (context === undefined) {\n throw new Error('useSnowfall must be used within a SnowfallProvider');\n }\n return context;\n}\n","export const ATTR_SNOWFALL = 'data-snowfall';\n\nexport const VAL_IGNORE = 'ignore';\nexport const VAL_TOP = 'top';\nexport const VAL_BOTTOM = 'bottom';\n\nexport const TAG_HEADER = 'header';\nexport const TAG_FOOTER = 'footer';\n\nexport const ROLE_BANNER = 'banner';\nexport const ROLE_CONTENTINFO = 'contentinfo';\n","import { SnowAccumulation, ElementSurface, SnowfallSurface } from './types';\nimport {\n ATTR_SNOWFALL, VAL_IGNORE, VAL_TOP, VAL_BOTTOM,\n TAG_HEADER, TAG_FOOTER, ROLE_BANNER, ROLE_CONTENTINFO\n} from './constants';\n\nconst BOTTOM_TAGS = [TAG_HEADER, TAG_FOOTER];\nconst BOTTOM_ROLES = [ROLE_BANNER, ROLE_CONTENTINFO];\n\nconst AUTO_DETECT_TAGS = ['header', 'footer', 'article', 'section', 'aside', 'nav'];\nconst AUTO_DETECT_ROLES = ['[role=\"banner\"]', '[role=\"contentinfo\"]', '[role=\"main\"]'];\nconst AUTO_DETECT_CLASSES = [\n '.card', '[class*=\"card\"]', '[class*=\"Card\"]',\n '[class*=\"bg-\"]', '[class*=\"shadow-\"]', '[class*=\"rounded-\"]'\n];\n\nexport const getElementType = (el: Element): SnowfallSurface => {\n const tagName = el.tagName.toLowerCase();\n if (BOTTOM_TAGS.includes(tagName)) return VAL_BOTTOM;\n\n const role = el.getAttribute('role');\n if (role && BOTTOM_ROLES.includes(role)) return VAL_BOTTOM;\n\n return VAL_TOP;\n};\n\nconst shouldAccumulate = (el: Element): boolean => {\n // Explicit opt-out\n if (el.getAttribute(ATTR_SNOWFALL) === VAL_IGNORE) return false;\n\n // Explicit opt-in\n if (el.hasAttribute(ATTR_SNOWFALL)) return true;\n\n // Heuristics\n const styles = window.getComputedStyle(el);\n const rect = el.getBoundingClientRect();\n\n const isVisible = styles.display !== 'none' &&\n styles.visibility !== 'hidden' &&\n parseFloat(styles.opacity) > 0.1;\n if (!isVisible) return false;\n\n // Check for visual prominence\n const bgColor = styles.backgroundColor;\n const hasBackground = bgColor !== 'rgba(0, 0, 0, 0)' && bgColor !== 'transparent';\n const hasBorder = parseFloat(styles.borderWidth) > 0 || styles.borderStyle !== 'none';\n const hasBoxShadow = styles.boxShadow !== 'none';\n const hasBorderRadius = parseFloat(styles.borderRadius) > 0;\n\n return hasBackground || hasBorder || hasBoxShadow || hasBorderRadius;\n};\n\nexport const getAccumulationSurfaces = (): { el: Element; type: SnowfallSurface; isFixed: boolean }[] => {\n const surfaces: { el: Element; type: SnowfallSurface; isFixed: boolean }[] = [];\n const seen = new Set<Element>();\n\n const candidates = document.querySelectorAll(\n [\n `[${ATTR_SNOWFALL}]`,\n ...AUTO_DETECT_TAGS,\n ...AUTO_DETECT_ROLES,\n ...AUTO_DETECT_CLASSES\n ].join(', ')\n );\n\n candidates.forEach(el => {\n if (seen.has(el)) return;\n\n const rect = el.getBoundingClientRect();\n\n // Manual override check first\n const manualOverride = el.getAttribute(ATTR_SNOWFALL);\n if (manualOverride === VAL_IGNORE) return;\n\n // If manually opted in, skip some heuristic checks but keep basic visibility/size sanity\n const isManuallyIncluded = manualOverride !== null;\n\n const styles = window.getComputedStyle(el);\n const isVisible = styles.display !== 'none' &&\n styles.visibility !== 'hidden' &&\n parseFloat(styles.opacity) > 0.1;\n\n if (!isVisible && !isManuallyIncluded) return;\n\n // Skip really small elements unless manually forced\n const hasSize = rect.width >= 100 && rect.height >= 50;\n if (!hasSize && !isManuallyIncluded) return;\n\n // HEURISTIC: Skip full-page wrappers\n const isFullPageWrapper = rect.top <= 10 && rect.height >= window.innerHeight * 0.9;\n\n\n const isBottomTag = BOTTOM_TAGS.includes(el.tagName.toLowerCase());\n const isBottomRole = BOTTOM_ROLES.includes(el.getAttribute('role') || '');\n const isBottomSurface = isBottomTag || isBottomRole ||\n manualOverride === VAL_BOTTOM;\n\n if (isFullPageWrapper && !isBottomSurface && !isManuallyIncluded) return;\n\n let isFixed = false;\n let currentEl: Element | null = el;\n while (currentEl && currentEl !== document.body) {\n const style = window.getComputedStyle(currentEl);\n if (style.position === 'fixed' || style.position === 'sticky') {\n isFixed = true;\n break;\n }\n currentEl = currentEl.parentElement;\n }\n\n if (shouldAccumulate(el)) {\n // Determine type: manual override takes precedence\n let type: SnowfallSurface = getElementType(el);\n\n if (manualOverride === VAL_BOTTOM) {\n type = VAL_BOTTOM;\n } else if (manualOverride === VAL_TOP) {\n type = VAL_TOP;\n }\n\n surfaces.push({ el, type, isFixed });\n seen.add(el);\n }\n });\n\n console.log(`[Snowfall] Auto-detection found ${surfaces.length} surfaces`);\n return surfaces;\n};\n\nexport const getElementRects = (accumulationMap: Map<Element, SnowAccumulation>): ElementSurface[] => {\n const elementRects: ElementSurface[] = [];\n\n for (const [el, acc] of accumulationMap.entries()) {\n if (!el.isConnected) continue;\n const rect = el.getBoundingClientRect();\n // Convert viewport coordinates to absolute page coordinates\n const absoluteRect = {\n left: rect.left + window.scrollX,\n right: rect.right + window.scrollX,\n top: rect.top + window.scrollY,\n bottom: rect.bottom + window.scrollY,\n width: rect.width,\n height: rect.height,\n x: rect.x, // Note: these are strictly viewport relative in DOMRect usually, \n // but we just need consistent absolute coords for physics\n y: rect.y,\n toJSON: rect.toJSON\n };\n // We cast because we constructed a compatible object, though strictly DOMRect has readonly properties\n elementRects.push({ el, rect: absoluteRect as unknown as DOMRect, acc });\n }\n return elementRects;\n};\n","import { PhysicsConfig } from '../../SnowfallProvider';\nimport { Snowflake, SnowAccumulation, ElementSurface } from './types';\nimport { getAccumulationSurfaces } from './dom';\nimport { VAL_BOTTOM } from './constants';\n\nexport const createSnowflake = (\n canvasWidth: number,\n config: PhysicsConfig,\n isBackground: boolean = false\n): Snowflake => {\n if (isBackground) {\n const sizeRatio = Math.random();\n const radius = config.FLAKE_SIZE.MIN * 0.6 + sizeRatio * (config.FLAKE_SIZE.MAX - config.FLAKE_SIZE.MIN) * 0.4;\n return {\n x: Math.random() * canvasWidth,\n y: window.scrollY - 5,\n radius,\n speed: radius * 0.3 + Math.random() * 0.2 + 0.2,\n wind: (Math.random() - 0.5) * (config.WIND_STRENGTH * 0.625),\n opacity: Math.random() * 0.2 + 0.2,\n wobble: Math.random() * Math.PI * 2,\n wobbleSpeed: Math.random() * 0.015 + 0.005,\n sizeRatio,\n isBackground: true\n };\n } else {\n const sizeRatio = Math.random();\n const radius = config.FLAKE_SIZE.MIN + sizeRatio * (config.FLAKE_SIZE.MAX - config.FLAKE_SIZE.MIN);\n return {\n x: Math.random() * canvasWidth,\n y: window.scrollY - 5,\n radius,\n speed: radius * 0.5 + Math.random() * 0.3 + 0.5,\n wind: (Math.random() - 0.5) * config.WIND_STRENGTH,\n opacity: Math.random() * 0.3 + 0.5,\n wobble: Math.random() * Math.PI * 2,\n wobbleSpeed: Math.random() * 0.02 + 0.01,\n sizeRatio,\n isBackground: false\n };\n }\n};\n\nexport const initializeAccumulation = (\n accumulationMap: Map<Element, SnowAccumulation>,\n config: PhysicsConfig\n) => {\n const elements = getAccumulationSurfaces();\n // Prune disconnected elements\n for (const [el] of accumulationMap.entries()) {\n if (!el.isConnected) {\n accumulationMap.delete(el);\n }\n }\n\n elements.forEach(({ el, type, isFixed }) => {\n const existing = accumulationMap.get(el);\n const rect = el.getBoundingClientRect();\n const width = Math.ceil(rect.width);\n const isBottom = type === VAL_BOTTOM;\n\n if (existing && existing.heights.length === width) {\n existing.type = type;\n existing.isFixed = isFixed;\n if (existing.borderRadius !== undefined) {\n const styleBuffer = window.getComputedStyle(el); // Potentially slow in loop, strictly necessary?\n existing.borderRadius = parseFloat(styleBuffer.borderTopLeftRadius) || 0;\n }\n return;\n }\n\n const height = Math.ceil(rect.height);\n const baseMax = isBottom ? config.MAX_DEPTH.BOTTOM : config.MAX_DEPTH.TOP;\n\n const styles = window.getComputedStyle(el);\n const borderRadius = parseFloat(styles.borderTopLeftRadius) || 0;\n\n let maxHeights = new Array(width);\n for (let i = 0; i < width; i++) {\n let edgeFactor = 1.0;\n if (!isBottom && borderRadius > 0) {\n if (i < borderRadius) {\n edgeFactor = Math.pow(i / borderRadius, 1.2);\n } else if (i > width - borderRadius) {\n edgeFactor = Math.pow((width - i) / borderRadius, 1.2);\n }\n }\n maxHeights[i] = baseMax * edgeFactor * (0.85 + Math.random() * 0.15);\n }\n\n // Smooth maxHeights\n const smoothPasses = 4;\n for (let p = 0; p < smoothPasses; p++) {\n const smoothed = [...maxHeights];\n for (let i = 1; i < width - 1; i++) {\n smoothed[i] = (maxHeights[i - 1] + maxHeights[i] + maxHeights[i + 1]) / 3;\n }\n maxHeights = smoothed;\n }\n\n accumulationMap.set(el, {\n heights: existing?.heights.length === width ? existing.heights : new Array(width).fill(0),\n maxHeights,\n leftSide: existing?.leftSide.length === height ? existing.leftSide : new Array(height).fill(0),\n rightSide: existing?.rightSide.length === height ? existing.rightSide : new Array(height).fill(0),\n maxSideHeight: isBottom ? 0 : config.MAX_DEPTH.SIDE,\n borderRadius,\n type,\n isFixed,\n });\n });\n};\n\nconst accumulateSide = (\n sideArray: number[],\n rectHeight: number,\n localY: number,\n maxSideHeight: number,\n borderRadius: number,\n config: PhysicsConfig\n) => {\n const spread = 4;\n const addHeight = config.ACCUMULATION.SIDE_RATE * (0.8 + Math.random() * 0.4);\n\n for (let dy = -spread; dy <= spread; dy++) {\n const y = localY + dy;\n if (y >= 0 && y < sideArray.length) {\n const inTop = y < borderRadius;\n const inBottom = y > rectHeight - borderRadius;\n if (borderRadius > 0 && (inTop || inBottom)) continue;\n\n const normalizedDist = Math.abs(dy) / spread;\n const falloff = (Math.cos(normalizedDist * Math.PI) + 1) / 2;\n sideArray[y] = Math.min(maxSideHeight, sideArray[y] + addHeight * falloff);\n }\n }\n};\n\nexport const updateSnowflakes = (\n snowflakes: Snowflake[],\n elementRects: ElementSurface[],\n config: PhysicsConfig,\n dt: number,\n canvasWidth: number,\n canvasHeight: number\n) => {\n for (let i = snowflakes.length - 1; i >= 0; i--) {\n const flake = snowflakes[i];\n\n flake.wobble += flake.wobbleSpeed * dt;\n flake.x += (flake.wind + Math.sin(flake.wobble) * 0.5) * dt;\n flake.y += (flake.speed + Math.cos(flake.wobble * 0.5) * 0.1) * dt;\n\n let landed = false;\n\n for (const { rect, acc } of elementRects) {\n const isBottom = acc.type === VAL_BOTTOM;\n\n // Side collisions\n if (!landed && acc.maxSideHeight > 0 && !isBottom) {\n const isInVerticalBounds = flake.y >= rect.top && flake.y <= rect.bottom;\n\n if (isInVerticalBounds) {\n const localY = Math.floor(flake.y - rect.top);\n const borderRadius = acc.borderRadius;\n\n const isInTopCorner = localY < borderRadius;\n const isInBottomCorner = localY > rect.height - borderRadius;\n const isCorner = borderRadius > 0 && (isInTopCorner || isInBottomCorner);\n\n if (flake.x >= rect.left - 5 && flake.x < rect.left + 3) {\n if (!isCorner) {\n accumulateSide(acc.leftSide, rect.height, localY, acc.maxSideHeight, borderRadius, config);\n landed = true;\n }\n }\n\n if (!landed && flake.x > rect.right - 3 && flake.x <= rect.right + 5) {\n if (!isCorner) {\n accumulateSide(acc.rightSide, rect.height, localY, acc.maxSideHeight, borderRadius, config);\n landed = true;\n }\n }\n\n if (landed) break;\n }\n }\n\n // Top accumulation\n if (flake.x >= rect.left && flake.x <= rect.right) {\n const localX = Math.floor(flake.x - rect.left);\n const currentHeight = acc.heights[localX] || 0;\n const maxHeight = acc.maxHeights[localX] || 5;\n\n const surfaceY = isBottom ? rect.bottom - currentHeight : rect.top - currentHeight;\n\n if (flake.y >= surfaceY && flake.y < surfaceY + 10 && currentHeight < maxHeight) {\n const shouldAccumulate = isBottom ? Math.random() < 0.15 : true;\n\n if (shouldAccumulate) {\n const baseSpread = Math.ceil(flake.radius);\n const spread = baseSpread + Math.floor(Math.random() * 2);\n const accumRate = isBottom ? config.ACCUMULATION.BOTTOM_RATE : config.ACCUMULATION.TOP_RATE;\n const centerOffset = Math.floor(Math.random() * 3) - 1;\n\n for (let dx = -spread; dx <= spread; dx++) {\n if (Math.random() < 0.15) continue;\n const idx = localX + dx + centerOffset;\n if (idx >= 0 && idx < acc.heights.length) {\n const dist = Math.abs(dx);\n const pixelMax = acc.maxHeights[idx] || 5;\n\n const normDist = dist / spread;\n const falloff = (Math.cos(normDist * Math.PI) + 1) / 2;\n const baseAdd = 0.3 * falloff;\n\n const randomFactor = 0.8 + Math.random() * 0.4;\n const addHeight = baseAdd * randomFactor * accumRate;\n\n if (acc.heights[idx] < pixelMax && addHeight > 0) {\n acc.heights[idx] = Math.min(pixelMax, acc.heights[idx] + addHeight);\n }\n }\n }\n\n if (isBottom) {\n landed = true;\n break;\n }\n }\n\n if (!isBottom) {\n landed = true;\n break;\n }\n }\n }\n }\n\n if (landed || flake.y > canvasHeight + 10 || flake.x < -20 || flake.x > canvasWidth + 20) {\n snowflakes.splice(i, 1);\n }\n }\n};\n\nexport const meltAndSmoothAccumulation = (\n elementRects: ElementSurface[],\n config: PhysicsConfig,\n dt: number\n) => {\n for (const { acc } of elementRects) {\n const meltRate = config.MELT_SPEED * dt;\n const len = acc.heights.length;\n\n // Smooth\n if (len > 2) {\n for (let i = 1; i < len - 1; i++) {\n if (acc.heights[i] > 0.05) {\n const avg = (acc.heights[i - 1] + acc.heights[i + 1]) / 2;\n acc.heights[i] = acc.heights[i] * 0.99 + avg * 0.01;\n }\n }\n }\n\n // Melt\n for (let i = 0; i < acc.heights.length; i++) {\n if (acc.heights[i] > 0) acc.heights[i] = Math.max(0, acc.heights[i] - meltRate);\n }\n for (let i = 0; i < acc.leftSide.length; i++) {\n if (acc.leftSide[i] > 0) acc.leftSide[i] = Math.max(0, acc.leftSide[i] - meltRate);\n if (acc.rightSide[i] > 0) acc.rightSide[i] = Math.max(0, acc.rightSide[i] - meltRate);\n }\n }\n};\n","import { Snowflake, ElementSurface } from './types';\nimport { VAL_BOTTOM } from './constants';\n\nexport const drawSnowflake = (ctx: CanvasRenderingContext2D, flake: Snowflake) => {\n ctx.beginPath();\n ctx.arc(flake.x, flake.y, flake.radius, 0, Math.PI * 2);\n ctx.fillStyle = `rgba(255, 255, 255, ${flake.opacity})`;\n ctx.fill();\n\n ctx.beginPath();\n ctx.arc(flake.x, flake.y, flake.radius * 1.5, 0, Math.PI * 2);\n ctx.fillStyle = `rgba(255, 255, 255, ${flake.opacity * 0.2})`;\n ctx.fill();\n};\n\nexport const drawAccumulations = (\n ctx: CanvasRenderingContext2D,\n fixedCtx: CanvasRenderingContext2D | null,\n elementRects: ElementSurface[]\n) => {\n // Setup styles for both contexts\n const setupCtx = (c: CanvasRenderingContext2D) => {\n c.fillStyle = 'rgba(255, 255, 255, 0.95)';\n c.shadowColor = 'rgba(200, 230, 255, 0.6)';\n c.shadowBlur = 4;\n c.shadowOffsetY = -1;\n };\n setupCtx(ctx);\n if (fixedCtx) setupCtx(fixedCtx);\n\n const scrollX = window.scrollX;\n const scrollY = window.scrollY;\n\n for (const { rect, acc } of elementRects) {\n if (!acc.heights.some(h => h > 0.1)) continue;\n\n const useFixed = acc.isFixed && fixedCtx;\n const targetCtx = useFixed ? fixedCtx! : ctx;\n\n // If using fixed context, we need to convert absolute coordinates (rect) back to viewport coordinates\n const dx = useFixed ? -scrollX : 0;\n const dy = useFixed ? -scrollY : 0;\n\n const isBottom = acc.type === VAL_BOTTOM;\n const baseY = isBottom ? rect.bottom - 1 : rect.top + 1;\n const borderRadius = acc.borderRadius;\n\n const getCurveOffset = (xPos: number) => {\n if (borderRadius <= 0 || isBottom) return 0;\n let offset = 0;\n if (xPos < borderRadius) {\n const dist = borderRadius - xPos;\n offset = borderRadius - Math.sqrt(Math.max(0, borderRadius * borderRadius - dist * dist));\n } else if (xPos > rect.width - borderRadius) {\n const dist = xPos - (rect.width - borderRadius);\n offset = borderRadius - Math.sqrt(Math.max(0, borderRadius * borderRadius - dist * dist));\n }\n return offset;\n };\n\n targetCtx.beginPath();\n let first = true;\n const step = 2;\n const len = acc.heights.length;\n\n for (let x = 0; x < len; x += step) {\n const height = acc.heights[x] || 0;\n const px = rect.left + x + dx;\n const py = baseY - height + getCurveOffset(x) + dy;\n if (first) {\n targetCtx.moveTo(px, py);\n first = false;\n } else {\n targetCtx.lineTo(px, py);\n }\n }\n\n if ((len - 1) % step !== 0) {\n const x = len - 1;\n const height = acc.heights[x] || 0;\n const px = rect.left + x + dx;\n const py = baseY - height + getCurveOffset(x) + dy;\n targetCtx.lineTo(px, py);\n }\n\n for (let x = len - 1; x >= 0; x -= step) {\n const px = rect.left + x + dx;\n const py = baseY + getCurveOffset(x) + dy;\n targetCtx.lineTo(px, py);\n }\n\n const startX = 0;\n const startPx = rect.left + startX + dx;\n const startPy = baseY + getCurveOffset(startX) + dy;\n targetCtx.lineTo(startPx, startPy);\n\n targetCtx.closePath();\n targetCtx.fill();\n }\n\n ctx.shadowBlur = 0;\n ctx.shadowOffsetY = 0;\n if (fixedCtx) {\n fixedCtx.shadowBlur = 0;\n fixedCtx.shadowOffsetY = 0;\n }\n};\n\nexport const drawSideAccumulations = (\n ctx: CanvasRenderingContext2D,\n fixedCtx: CanvasRenderingContext2D | null,\n elementRects: ElementSurface[]\n) => {\n const setupCtx = (c: CanvasRenderingContext2D) => {\n c.fillStyle = 'rgba(255, 255, 255, 0.95)';\n c.shadowColor = 'rgba(200, 230, 255, 0.6)';\n c.shadowBlur = 3;\n };\n setupCtx(ctx);\n if (fixedCtx) setupCtx(fixedCtx);\n\n const scrollX = window.scrollX;\n const scrollY = window.scrollY;\n\n for (const { rect, acc } of elementRects) {\n if (acc.maxSideHeight === 0) continue;\n\n const hasLeftSnow = acc.leftSide.some(h => h > 0.3);\n const hasRightSnow = acc.rightSide.some(h => h > 0.3);\n\n if (!hasLeftSnow && !hasRightSnow) continue;\n\n const useFixed = acc.isFixed && fixedCtx;\n const targetCtx = useFixed ? fixedCtx! : ctx;\n const dx = useFixed ? -scrollX : 0;\n const dy = useFixed ? -scrollY : 0;\n\n const drawSide = (sideArray: number[], isLeft: boolean) => {\n targetCtx.beginPath();\n const baseX = isLeft ? rect.left : rect.right;\n targetCtx.moveTo(baseX + dx, rect.top + dy);\n\n for (let y = 0; y < sideArray.length; y += 2) {\n const width = sideArray[y] || 0;\n const nextY = Math.min(y + 2, sideArray.length - 1);\n const nextWidth = sideArray[nextY] || 0;\n\n const py = rect.top + y + dy;\n const px = (isLeft ? baseX - width : baseX + width) + dx;\n const ny = rect.top + nextY + dy;\n const nx = (isLeft ? baseX - nextWidth : baseX + nextWidth) + dx;\n\n targetCtx.lineTo(px, py);\n targetCtx.lineTo(nx, ny);\n }\n targetCtx.lineTo(baseX + dx, rect.bottom + dy);\n targetCtx.closePath();\n targetCtx.fill();\n };\n\n if (hasLeftSnow) drawSide(acc.leftSide, true);\n if (hasRightSnow) drawSide(acc.rightSide, false);\n }\n\n ctx.shadowBlur = 0;\n if (fixedCtx) fixedCtx.shadowBlur = 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{"version":3,"sources":["../src/index.ts","../src/Snowfall.tsx","../src/SnowfallProvider.tsx","../src/utils/snowfall/constants.ts","../src/utils/snowfall/dom.ts","../src/utils/snowfall/physics.ts","../src/utils/snowfall/draw.ts"],"sourcesContent":["'use client';\n\nexport { default as Snowfall } from './Snowfall';\nexport { SnowfallProvider, useSnowfall, DEFAULT_PHYSICS } from './SnowfallProvider';\nexport type { PhysicsConfig } from './SnowfallProvider';\n","'use client';\n\nimport { useEffect, useRef, useState } from 'react';\nimport { useSnowfall } from './SnowfallProvider';\nimport { Snowflake, SnowAccumulation } from './utils/snowfall/types';\nimport { getElementRects } from './utils/snowfall/dom';\nimport { createSnowflake, initializeAccumulation, meltAndSmoothAccumulation, updateSnowflakes } from './utils/snowfall/physics';\nimport { drawAccumulations, drawSideAccumulations, drawSnowflake } from './utils/snowfall/draw';\n\nexport default function Snowfall() {\n const { isEnabled, physicsConfig } = useSnowfall();\n const isEnabledRef = useRef(isEnabled);\n const physicsConfigRef = useRef(physicsConfig);\n const [isMounted, setIsMounted] = useState(false);\n const [isVisible, setIsVisible] = useState(false);\n const canvasRef = useRef<HTMLCanvasElement>(null);\n const fixedCanvasRef = useRef<HTMLCanvasElement>(null);\n const snowflakesRef = useRef<Snowflake[]>([]);\n const accumulationRef = useRef<Map<Element, SnowAccumulation>>(new Map());\n const animationIdRef = useRef<number>(0);\n\n useEffect(() => {\n setIsMounted(true);\n }, []);\n\n useEffect(() => {\n isEnabledRef.current = isEnabled;\n }, [isEnabled]);\n\n useEffect(() => {\n physicsConfigRef.current = physicsConfig;\n }, [physicsConfig]);\n\n useEffect(() => {\n if (!isMounted) return;\n\n const canvas = canvasRef.current;\n const fixedCanvas = fixedCanvasRef.current;\n if (!canvas || !fixedCanvas) return;\n\n const ctx = canvas.getContext('2d');\n const fixedCtx = fixedCanvas.getContext('2d');\n if (!ctx || !fixedCtx) return;\n\n const resizeCanvas = () => {\n if (canvasRef.current && fixedCanvasRef.current) {\n const newHeight = Math.max(document.documentElement.scrollHeight, window.innerHeight);\n const newWidth = Math.max(document.documentElement.scrollWidth, window.innerWidth);\n\n if (canvasRef.current.height !== newHeight || canvasRef.current.width !== newWidth) {\n canvasRef.current.width = newWidth;\n canvasRef.current.height = newHeight;\n }\n\n // Fixed canvas matches viewport\n if (fixedCanvasRef.current.width !== window.innerWidth || fixedCanvasRef.current.height !== window.innerHeight) {\n fixedCanvasRef.current.width = window.innerWidth;\n fixedCanvasRef.current.height = window.innerHeight;\n }\n }\n };\n resizeCanvas();\n\n const resizeObserver = new ResizeObserver(() => {\n resizeCanvas();\n });\n resizeObserver.observe(document.body);\n\n snowflakesRef.current = [];\n\n const initAccumulationWrapper = () => {\n initializeAccumulation(accumulationRef.current, physicsConfigRef.current);\n };\n initAccumulationWrapper();\n\n setIsVisible(true);\n\n let lastTime = 0;\n\n const animate = (currentTime: number) => {\n if (lastTime === 0) {\n lastTime = currentTime;\n animationIdRef.current = requestAnimationFrame(animate);\n return;\n }\n\n const deltaTime = Math.min(currentTime - lastTime, 50);\n lastTime = currentTime;\n const dt = deltaTime / 16.67;\n\n ctx.clearRect(0, 0, canvas.width, canvas.height);\n fixedCtx.clearRect(0, 0, fixedCanvas.width, fixedCanvas.height);\n\n const snowflakes = snowflakesRef.current;\n const elementRects = getElementRects(accumulationRef.current);\n\n // Physics Update: Melt and Smooth\n meltAndSmoothAccumulation(elementRects, physicsConfigRef.current, dt);\n\n // Physics Update: Snowflakes & Collisions\n updateSnowflakes(snowflakes, elementRects, physicsConfigRef.current, dt, canvas.width, canvas.height);\n\n // Draw Snowflakes\n for (const flake of snowflakes) {\n drawSnowflake(ctx, flake);\n }\n\n // Spawn new snowflakes\n if (isEnabledRef.current && snowflakes.length < physicsConfigRef.current.MAX_FLAKES) {\n const isBackground = Math.random() < 0.4;\n snowflakes.push(createSnowflake(canvas.width, physicsConfigRef.current, isBackground));\n }\n\n // Draw Accumulation\n drawAccumulations(ctx, fixedCtx, elementRects);\n drawSideAccumulations(ctx, fixedCtx, elementRects);\n\n animationIdRef.current = requestAnimationFrame(animate);\n };\n\n animationIdRef.current = requestAnimationFrame(animate);\n\n const handleResize = () => {\n resizeCanvas();\n accumulationRef.current.clear();\n initAccumulationWrapper();\n };\n\n window.addEventListener('resize', handleResize);\n const checkInterval = setInterval(initAccumulationWrapper, 3000);\n\n return () => {\n cancelAnimationFrame(animationIdRef.current);\n window.removeEventListener('resize', handleResize);\n clearInterval(checkInterval);\n resizeObserver.disconnect();\n };\n }, [isMounted]);\n\n if (!isMounted) return null;\n\n return (\n <>\n <canvas\n ref={canvasRef}\n style={{\n position: 'absolute',\n top: 0,\n left: 0,\n pointerEvents: 'none',\n zIndex: 9999,\n opacity: isVisible ? 1 : 0,\n transition: 'opacity 0.3s ease-in',\n }}\n aria-hidden=\"true\"\n />\n <canvas\n ref={fixedCanvasRef}\n style={{\n position: 'fixed',\n top: 0,\n left: 0,\n pointerEvents: 'none',\n zIndex: 9999,\n opacity: isVisible ? 1 : 0,\n transition: 'opacity 0.3s ease-in',\n }}\n aria-hidden=\"true\"\n />\n </>\n );\n}\n","'use client';\n\nimport React, { createContext, useContext, useState, ReactNode } from 'react';\n\nexport interface PhysicsConfig {\n MAX_FLAKES: number;\n MELT_SPEED: number;\n WIND_STRENGTH: number;\n ACCUMULATION: {\n SIDE_RATE: number;\n TOP_RATE: number;\n BOTTOM_RATE: number;\n };\n MAX_DEPTH: {\n TOP: number;\n BOTTOM: number;\n SIDE: number;\n };\n FLAKE_SIZE: {\n MIN: number;\n MAX: number;\n };\n}\n\nexport const DEFAULT_PHYSICS: PhysicsConfig = {\n MAX_FLAKES: 1000,\n MELT_SPEED: 0.00001,\n WIND_STRENGTH: 1.5,\n ACCUMULATION: {\n SIDE_RATE: 1,\n TOP_RATE: 5,\n BOTTOM_RATE: 5.0,\n },\n MAX_DEPTH: {\n TOP: 100,\n BOTTOM: 50,\n SIDE: 20,\n },\n FLAKE_SIZE: {\n MIN: 0.5,\n MAX: 1.6,\n }\n};\n\ninterface SnowfallContextType {\n isEnabled: boolean;\n toggleSnow: () => void;\n physicsConfig: PhysicsConfig;\n updatePhysicsConfig: (config: Partial<PhysicsConfig>) => void;\n resetPhysics: () => void;\n}\n\nconst SnowfallContext = createContext<SnowfallContextType | undefined>(undefined);\n\nexport function SnowfallProvider({ children }: { children: ReactNode }) {\n const [isEnabled, setIsEnabled] = useState(true);\n const [physicsConfig, setPhysicsConfig] = useState<PhysicsConfig>(DEFAULT_PHYSICS);\n\n const toggleSnow = () => {\n setIsEnabled((prev) => !prev);\n };\n\n const updatePhysicsConfig = (config: Partial<PhysicsConfig>) => {\n setPhysicsConfig((prev) => ({\n ...prev,\n ...config,\n ACCUMULATION: {\n ...prev.ACCUMULATION,\n ...(config.ACCUMULATION || {}),\n },\n MAX_DEPTH: {\n ...prev.MAX_DEPTH,\n ...(config.MAX_DEPTH || {}),\n },\n FLAKE_SIZE: {\n ...prev.FLAKE_SIZE,\n ...(config.FLAKE_SIZE || {}),\n },\n }));\n };\n\n const resetPhysics = () => {\n setPhysicsConfig(DEFAULT_PHYSICS);\n };\n\n return (\n <SnowfallContext.Provider value={{\n isEnabled,\n toggleSnow,\n physicsConfig,\n updatePhysicsConfig,\n resetPhysics\n }}>\n {children}\n </SnowfallContext.Provider>\n );\n}\n\nexport function useSnowfall() {\n const context = useContext(SnowfallContext);\n if (context === undefined) {\n throw new Error('useSnowfall must be used within a SnowfallProvider');\n }\n return context;\n}\n","export const ATTR_SNOWFALL = 'data-snowfall';\n\nexport const VAL_IGNORE = 'ignore';\nexport const VAL_TOP = 'top';\nexport const VAL_BOTTOM = 'bottom';\n\nexport const TAG_HEADER = 'header';\nexport const TAG_FOOTER = 'footer';\n\nexport const ROLE_BANNER = 'banner';\nexport const ROLE_CONTENTINFO = 'contentinfo';\n","import { SnowAccumulation, ElementSurface, SnowfallSurface } from './types';\nimport {\n ATTR_SNOWFALL, VAL_IGNORE, VAL_TOP, VAL_BOTTOM,\n TAG_HEADER, TAG_FOOTER, ROLE_BANNER, ROLE_CONTENTINFO\n} from './constants';\n\n// Headers: snow accumulates on BOTTOM edge\n// Footers: default to TOP surface (snow piles on top)\n// Use data-snowfall attributes to override this behavior\nconst BOTTOM_TAGS = [TAG_HEADER];\nconst BOTTOM_ROLES = [ROLE_BANNER];\n\nconst AUTO_DETECT_TAGS = ['header', 'footer', 'article', 'section', 'aside', 'nav'];\nconst AUTO_DETECT_ROLES = ['[role=\"banner\"]', '[role=\"contentinfo\"]', '[role=\"main\"]'];\nconst AUTO_DETECT_CLASSES = [\n '.card', '[class*=\"card\"]', '[class*=\"Card\"]',\n '[class*=\"bg-\"]', '[class*=\"shadow-\"]', '[class*=\"rounded-\"]'\n];\n\nexport const getElementType = (el: Element): SnowfallSurface => {\n const tagName = el.tagName.toLowerCase();\n if (BOTTOM_TAGS.includes(tagName)) return VAL_BOTTOM;\n\n const role = el.getAttribute('role');\n if (role && BOTTOM_ROLES.includes(role)) return VAL_BOTTOM;\n\n // Default: snow accumulates on top of elements (natural physics)\n return VAL_TOP;\n};\n\nconst shouldAccumulate = (el: Element): boolean => {\n // Explicit opt-out\n if (el.getAttribute(ATTR_SNOWFALL) === VAL_IGNORE) return false;\n\n // Explicit opt-in\n if (el.hasAttribute(ATTR_SNOWFALL)) return true;\n\n // Heuristics\n const styles = window.getComputedStyle(el);\n const rect = el.getBoundingClientRect();\n\n const isVisible = styles.display !== 'none' &&\n styles.visibility !== 'hidden' &&\n parseFloat(styles.opacity) > 0.1;\n if (!isVisible) return false;\n\n // Check for visual prominence\n const bgColor = styles.backgroundColor;\n const hasBackground = bgColor !== 'rgba(0, 0, 0, 0)' && bgColor !== 'transparent';\n const hasBorder = parseFloat(styles.borderWidth) > 0 || styles.borderStyle !== 'none';\n const hasBoxShadow = styles.boxShadow !== 'none';\n const hasBorderRadius = parseFloat(styles.borderRadius) > 0;\n\n return hasBackground || hasBorder || hasBoxShadow || hasBorderRadius;\n};\n\nexport const getAccumulationSurfaces = (): { el: Element; type: SnowfallSurface; isFixed: boolean }[] => {\n const surfaces: { el: Element; type: SnowfallSurface; isFixed: boolean }[] = [];\n const seen = new Set<Element>();\n\n const candidates = document.querySelectorAll(\n [\n `[${ATTR_SNOWFALL}]`,\n ...AUTO_DETECT_TAGS,\n ...AUTO_DETECT_ROLES,\n ...AUTO_DETECT_CLASSES\n ].join(', ')\n );\n\n candidates.forEach(el => {\n if (seen.has(el)) return;\n\n const rect = el.getBoundingClientRect();\n\n // Manual override check first\n const manualOverride = el.getAttribute(ATTR_SNOWFALL);\n if (manualOverride === VAL_IGNORE) return;\n\n // If manually opted in, skip some heuristic checks but keep basic visibility/size sanity\n const isManuallyIncluded = manualOverride !== null;\n\n const styles = window.getComputedStyle(el);\n const isVisible = styles.display !== 'none' &&\n styles.visibility !== 'hidden' &&\n parseFloat(styles.opacity) > 0.1;\n\n if (!isVisible && !isManuallyIncluded) return;\n\n // Skip really small elements unless manually forced\n const hasSize = rect.width >= 100 && rect.height >= 50;\n if (!hasSize && !isManuallyIncluded) return;\n\n // HEURISTIC: Skip full-page wrappers\n const isFullPageWrapper = rect.top <= 10 && rect.height >= window.innerHeight * 0.9;\n\n\n const isBottomTag = BOTTOM_TAGS.includes(el.tagName.toLowerCase());\n const isBottomRole = BOTTOM_ROLES.includes(el.getAttribute('role') || '');\n const isBottomSurface = isBottomTag || isBottomRole ||\n manualOverride === VAL_BOTTOM;\n\n if (isFullPageWrapper && !isBottomSurface && !isManuallyIncluded) return;\n\n let isFixed = false;\n let currentEl: Element | null = el;\n while (currentEl && currentEl !== document.body) {\n const style = window.getComputedStyle(currentEl);\n if (style.position === 'fixed' || style.position === 'sticky') {\n isFixed = true;\n break;\n }\n currentEl = currentEl.parentElement;\n }\n\n if (shouldAccumulate(el)) {\n // Determine type: manual override takes precedence\n let type: SnowfallSurface = getElementType(el);\n\n if (manualOverride === VAL_BOTTOM) {\n type = VAL_BOTTOM;\n } else if (manualOverride === VAL_TOP) {\n type = VAL_TOP;\n }\n\n surfaces.push({ el, type, isFixed });\n seen.add(el);\n }\n });\n\n console.log(`[Snowfall] Auto-detection found ${surfaces.length} surfaces`);\n return surfaces;\n};\n\nexport const getElementRects = (accumulationMap: Map<Element, SnowAccumulation>): ElementSurface[] => {\n const elementRects: ElementSurface[] = [];\n\n for (const [el, acc] of accumulationMap.entries()) {\n if (!el.isConnected) continue;\n const rect = el.getBoundingClientRect();\n // Convert viewport coordinates to absolute page coordinates\n const absoluteRect = {\n left: rect.left + window.scrollX,\n right: rect.right + window.scrollX,\n top: rect.top + window.scrollY,\n bottom: rect.bottom + window.scrollY,\n width: rect.width,\n height: rect.height,\n x: rect.x, // Note: these are strictly viewport relative in DOMRect usually, \n // but we just need consistent absolute coords for physics\n y: rect.y,\n toJSON: rect.toJSON\n };\n // We cast because we constructed a compatible object, though strictly DOMRect has readonly properties\n elementRects.push({ el, rect: absoluteRect as unknown as DOMRect, acc });\n }\n return elementRects;\n};\n","import { PhysicsConfig } from '../../SnowfallProvider';\nimport { Snowflake, SnowAccumulation, ElementSurface } from './types';\nimport { getAccumulationSurfaces } from './dom';\nimport { VAL_BOTTOM } from './constants';\n\nexport const createSnowflake = (\n canvasWidth: number,\n config: PhysicsConfig,\n isBackground: boolean = false\n): Snowflake => {\n if (isBackground) {\n const sizeRatio = Math.random();\n const radius = config.FLAKE_SIZE.MIN * 0.6 + sizeRatio * (config.FLAKE_SIZE.MAX - config.FLAKE_SIZE.MIN) * 0.4;\n return {\n x: Math.random() * canvasWidth,\n y: window.scrollY - 5,\n radius,\n speed: radius * 0.3 + Math.random() * 0.2 + 0.2,\n wind: (Math.random() - 0.5) * (config.WIND_STRENGTH * 0.625),\n opacity: Math.random() * 0.2 + 0.2,\n wobble: Math.random() * Math.PI * 2,\n wobbleSpeed: Math.random() * 0.015 + 0.005,\n sizeRatio,\n isBackground: true\n };\n } else {\n const sizeRatio = Math.random();\n const radius = config.FLAKE_SIZE.MIN + sizeRatio * (config.FLAKE_SIZE.MAX - config.FLAKE_SIZE.MIN);\n return {\n x: Math.random() * canvasWidth,\n y: window.scrollY - 5,\n radius,\n speed: radius * 0.5 + Math.random() * 0.3 + 0.5,\n wind: (Math.random() - 0.5) * config.WIND_STRENGTH,\n opacity: Math.random() * 0.3 + 0.5,\n wobble: Math.random() * Math.PI * 2,\n wobbleSpeed: Math.random() * 0.02 + 0.01,\n sizeRatio,\n isBackground: false\n };\n }\n};\n\nexport const initializeAccumulation = (\n accumulationMap: Map<Element, SnowAccumulation>,\n config: PhysicsConfig\n) => {\n const elements = getAccumulationSurfaces();\n // Prune disconnected elements\n for (const [el] of accumulationMap.entries()) {\n if (!el.isConnected) {\n accumulationMap.delete(el);\n }\n }\n\n elements.forEach(({ el, type, isFixed }) => {\n const existing = accumulationMap.get(el);\n const rect = el.getBoundingClientRect();\n const width = Math.ceil(rect.width);\n const isBottom = type === VAL_BOTTOM;\n\n if (existing && existing.heights.length === width) {\n existing.type = type;\n existing.isFixed = isFixed;\n if (existing.borderRadius !== undefined) {\n const styleBuffer = window.getComputedStyle(el); // Potentially slow in loop, strictly necessary?\n existing.borderRadius = parseFloat(styleBuffer.borderTopLeftRadius) || 0;\n }\n return;\n }\n\n const height = Math.ceil(rect.height);\n const baseMax = isBottom ? config.MAX_DEPTH.BOTTOM : config.MAX_DEPTH.TOP;\n\n const styles = window.getComputedStyle(el);\n const borderRadius = parseFloat(styles.borderTopLeftRadius) || 0;\n\n let maxHeights = new Array(width);\n for (let i = 0; i < width; i++) {\n let edgeFactor = 1.0;\n if (!isBottom && borderRadius > 0) {\n if (i < borderRadius) {\n edgeFactor = Math.pow(i / borderRadius, 1.2);\n } else if (i > width - borderRadius) {\n edgeFactor = Math.pow((width - i) / borderRadius, 1.2);\n }\n }\n maxHeights[i] = baseMax * edgeFactor * (0.85 + Math.random() * 0.15);\n }\n\n // Smooth maxHeights\n const smoothPasses = 4;\n for (let p = 0; p < smoothPasses; p++) {\n const smoothed = [...maxHeights];\n for (let i = 1; i < width - 1; i++) {\n smoothed[i] = (maxHeights[i - 1] + maxHeights[i] + maxHeights[i + 1]) / 3;\n }\n maxHeights = smoothed;\n }\n\n accumulationMap.set(el, {\n heights: existing?.heights.length === width ? existing.heights : new Array(width).fill(0),\n maxHeights,\n leftSide: existing?.leftSide.length === height ? existing.leftSide : new Array(height).fill(0),\n rightSide: existing?.rightSide.length === height ? existing.rightSide : new Array(height).fill(0),\n maxSideHeight: isBottom ? 0 : config.MAX_DEPTH.SIDE,\n borderRadius,\n type,\n isFixed,\n });\n });\n};\n\nconst accumulateSide = (\n sideArray: number[],\n rectHeight: number,\n localY: number,\n maxSideHeight: number,\n borderRadius: number,\n config: PhysicsConfig\n) => {\n const spread = 4;\n const addHeight = config.ACCUMULATION.SIDE_RATE * (0.8 + Math.random() * 0.4);\n\n for (let dy = -spread; dy <= spread; dy++) {\n const y = localY + dy;\n if (y >= 0 && y < sideArray.length) {\n const inTop = y < borderRadius;\n const inBottom = y > rectHeight - borderRadius;\n if (borderRadius > 0 && (inTop || inBottom)) continue;\n\n const normalizedDist = Math.abs(dy) / spread;\n const falloff = (Math.cos(normalizedDist * Math.PI) + 1) / 2;\n sideArray[y] = Math.min(maxSideHeight, sideArray[y] + addHeight * falloff);\n }\n }\n};\n\nexport const updateSnowflakes = (\n snowflakes: Snowflake[],\n elementRects: ElementSurface[],\n config: PhysicsConfig,\n dt: number,\n canvasWidth: number,\n canvasHeight: number\n) => {\n for (let i = snowflakes.length - 1; i >= 0; i--) {\n const flake = snowflakes[i];\n\n flake.wobble += flake.wobbleSpeed * dt;\n flake.x += (flake.wind + Math.sin(flake.wobble) * 0.5) * dt;\n flake.y += (flake.speed + Math.cos(flake.wobble * 0.5) * 0.1) * dt;\n\n let landed = false;\n\n for (const { rect, acc } of elementRects) {\n const isBottom = acc.type === VAL_BOTTOM;\n\n // Side collisions\n if (!landed && acc.maxSideHeight > 0 && !isBottom) {\n const isInVerticalBounds = flake.y >= rect.top && flake.y <= rect.bottom;\n\n if (isInVerticalBounds) {\n const localY = Math.floor(flake.y - rect.top);\n const borderRadius = acc.borderRadius;\n\n const isInTopCorner = localY < borderRadius;\n const isInBottomCorner = localY > rect.height - borderRadius;\n const isCorner = borderRadius > 0 && (isInTopCorner || isInBottomCorner);\n\n if (flake.x >= rect.left - 5 && flake.x < rect.left + 3) {\n if (!isCorner) {\n accumulateSide(acc.leftSide, rect.height, localY, acc.maxSideHeight, borderRadius, config);\n landed = true;\n }\n }\n\n if (!landed && flake.x > rect.right - 3 && flake.x <= rect.right + 5) {\n if (!isCorner) {\n accumulateSide(acc.rightSide, rect.height, localY, acc.maxSideHeight, borderRadius, config);\n landed = true;\n }\n }\n\n if (landed) break;\n }\n }\n\n // Top accumulation\n if (flake.x >= rect.left && flake.x <= rect.right) {\n const localX = Math.floor(flake.x - rect.left);\n const currentHeight = acc.heights[localX] || 0;\n const maxHeight = acc.maxHeights[localX] || 5;\n\n const surfaceY = isBottom ? rect.bottom - currentHeight : rect.top - currentHeight;\n\n if (flake.y >= surfaceY && flake.y < surfaceY + 10 && currentHeight < maxHeight) {\n const shouldAccumulate = isBottom ? Math.random() < 0.15 : true;\n\n if (shouldAccumulate) {\n const baseSpread = Math.ceil(flake.radius);\n const spread = baseSpread + Math.floor(Math.random() * 2);\n const accumRate = isBottom ? config.ACCUMULATION.BOTTOM_RATE : config.ACCUMULATION.TOP_RATE;\n const centerOffset = Math.floor(Math.random() * 3) - 1;\n\n for (let dx = -spread; dx <= spread; dx++) {\n if (Math.random() < 0.15) continue;\n const idx = localX + dx + centerOffset;\n if (idx >= 0 && idx < acc.heights.length) {\n const dist = Math.abs(dx);\n const pixelMax = acc.maxHeights[idx] || 5;\n\n const normDist = dist / spread;\n const falloff = (Math.cos(normDist * Math.PI) + 1) / 2;\n const baseAdd = 0.3 * falloff;\n\n const randomFactor = 0.8 + Math.random() * 0.4;\n const addHeight = baseAdd * randomFactor * accumRate;\n\n if (acc.heights[idx] < pixelMax && addHeight > 0) {\n acc.heights[idx] = Math.min(pixelMax, acc.heights[idx] + addHeight);\n }\n }\n }\n\n if (isBottom) {\n landed = true;\n break;\n }\n }\n\n if (!isBottom) {\n landed = true;\n break;\n }\n }\n }\n }\n\n if (landed || flake.y > canvasHeight + 10 || flake.x < -20 || flake.x > canvasWidth + 20) {\n snowflakes.splice(i, 1);\n }\n }\n};\n\nexport const meltAndSmoothAccumulation = (\n elementRects: ElementSurface[],\n config: PhysicsConfig,\n dt: number\n) => {\n for (const { acc } of elementRects) {\n const meltRate = config.MELT_SPEED * dt;\n const len = acc.heights.length;\n\n // Smooth\n if (len > 2) {\n for (let i = 1; i < len - 1; i++) {\n if (acc.heights[i] > 0.05) {\n const avg = (acc.heights[i - 1] + acc.heights[i + 1]) / 2;\n acc.heights[i] = acc.heights[i] * 0.99 + avg * 0.01;\n }\n }\n }\n\n // Melt\n for (let i = 0; i < acc.heights.length; i++) {\n if (acc.heights[i] > 0) acc.heights[i] = Math.max(0, acc.heights[i] - meltRate);\n }\n for (let i = 0; i < acc.leftSide.length; i++) {\n if (acc.leftSide[i] > 0) acc.leftSide[i] = Math.max(0, acc.leftSide[i] - meltRate);\n if (acc.rightSide[i] > 0) acc.rightSide[i] = Math.max(0, acc.rightSide[i] - meltRate);\n }\n }\n};\n","import { Snowflake, ElementSurface } from './types';\nimport { VAL_BOTTOM } from './constants';\n\nexport const drawSnowflake = (ctx: CanvasRenderingContext2D, flake: Snowflake) => {\n ctx.beginPath();\n ctx.arc(flake.x, flake.y, flake.radius, 0, Math.PI * 2);\n ctx.fillStyle = `rgba(255, 255, 255, ${flake.opacity})`;\n ctx.fill();\n\n ctx.beginPath();\n ctx.arc(flake.x, flake.y, flake.radius * 1.5, 0, Math.PI * 2);\n ctx.fillStyle = `rgba(255, 255, 255, ${flake.opacity * 0.2})`;\n ctx.fill();\n};\n\nexport const drawAccumulations = (\n ctx: CanvasRenderingContext2D,\n fixedCtx: CanvasRenderingContext2D | null,\n elementRects: ElementSurface[]\n) => {\n // Setup styles for both contexts\n const setupCtx = (c: CanvasRenderingContext2D) => {\n c.fillStyle = 'rgba(255, 255, 255, 0.95)';\n c.shadowColor = 'rgba(200, 230, 255, 0.6)';\n c.shadowBlur = 4;\n c.shadowOffsetY = -1;\n };\n setupCtx(ctx);\n if (fixedCtx) setupCtx(fixedCtx);\n\n const scrollX = window.scrollX;\n const scrollY = window.scrollY;\n\n for (const { rect, acc } of elementRects) {\n if (!acc.heights.some(h => h > 0.1)) continue;\n\n const useFixed = acc.isFixed && fixedCtx;\n const targetCtx = useFixed ? fixedCtx! : ctx;\n\n // If using fixed context, we need to convert absolute coordinates (rect) back to viewport coordinates\n const dx = useFixed ? -scrollX : 0;\n const dy = useFixed ? -scrollY : 0;\n\n const isBottom = acc.type === VAL_BOTTOM;\n const baseY = isBottom ? rect.bottom - 1 : rect.top + 1;\n const borderRadius = acc.borderRadius;\n\n const getCurveOffset = (xPos: number) => {\n if (borderRadius <= 0 || isBottom) return 0;\n let offset = 0;\n if (xPos < borderRadius) {\n const dist = borderRadius - xPos;\n offset = borderRadius - Math.sqrt(Math.max(0, borderRadius * borderRadius - dist * dist));\n } else if (xPos > rect.width - borderRadius) {\n const dist = xPos - (rect.width - borderRadius);\n offset = borderRadius - Math.sqrt(Math.max(0, borderRadius * borderRadius - dist * dist));\n }\n return offset;\n };\n\n targetCtx.beginPath();\n let first = true;\n const step = 2;\n const len = acc.heights.length;\n\n for (let x = 0; x < len; x += step) {\n const height = acc.heights[x] || 0;\n const px = rect.left + x + dx;\n const py = baseY - height + getCurveOffset(x) + dy;\n if (first) {\n targetCtx.moveTo(px, py);\n first = false;\n } else {\n targetCtx.lineTo(px, py);\n }\n }\n\n if ((len - 1) % step !== 0) {\n const x = len - 1;\n const height = acc.heights[x] || 0;\n const px = rect.left + x + dx;\n const py = baseY - height + getCurveOffset(x) + dy;\n targetCtx.lineTo(px, py);\n }\n\n for (let x = len - 1; x >= 0; x -= step) {\n const px = rect.left + x + dx;\n const py = baseY + getCurveOffset(x) + dy;\n targetCtx.lineTo(px, py);\n }\n\n const startX = 0;\n const startPx = rect.left + startX + dx;\n const startPy = baseY + getCurveOffset(startX) + dy;\n targetCtx.lineTo(startPx, startPy);\n\n targetCtx.closePath();\n targetCtx.fill();\n }\n\n ctx.shadowBlur = 0;\n ctx.shadowOffsetY = 0;\n if (fixedCtx) {\n fixedCtx.shadowBlur = 0;\n fixedCtx.shadowOffsetY = 0;\n }\n};\n\nexport const drawSideAccumulations = (\n ctx: CanvasRenderingContext2D,\n fixedCtx: CanvasRenderingContext2D | null,\n elementRects: ElementSurface[]\n) => {\n const setupCtx = (c: CanvasRenderingContext2D) => {\n c.fillStyle = 'rgba(255, 255, 255, 0.95)';\n c.shadowColor = 'rgba(200, 230, 255, 0.6)';\n c.shadowBlur = 3;\n };\n setupCtx(ctx);\n if (fixedCtx) setupCtx(fixedCtx);\n\n const scrollX = window.scrollX;\n const scrollY = window.scrollY;\n\n for (const { rect, acc } of elementRects) {\n if (acc.maxSideHeight === 0) continue;\n\n const hasLeftSnow = acc.leftSide.some(h => h > 0.3);\n const hasRightSnow = acc.rightSide.some(h => h > 0.3);\n\n if (!hasLeftSnow && !hasRightSnow) continue;\n\n const useFixed = acc.isFixed && fixedCtx;\n const targetCtx = useFixed ? fixedCtx! : ctx;\n const dx = useFixed ? -scrollX : 0;\n const dy = useFixed ? -scrollY : 0;\n\n const drawSide = (sideArray: number[], isLeft: boolean) => {\n targetCtx.beginPath();\n const baseX = isLeft ? rect.left : rect.right;\n\n // Start at the top of the element\n targetCtx.moveTo(baseX + dx, rect.top + dy);\n\n for (let y = 0; y < sideArray.length; y += 2) {\n const width = sideArray[y] || 0;\n const nextY = Math.min(y + 2, sideArray.length - 1);\n const nextWidth = sideArray[nextY] || 0;\n\n // Apply gravity influence: snow accumulates more towards the bottom\n // Quadratic falloff makes accumulation stronger at the bottom\n const heightRatio = y / sideArray.length;\n const gravityMultiplier = Math.pow(heightRatio, 1.5); // Heavy bias towards bottom\n\n const py = rect.top + y + dy;\n const px = (isLeft ? baseX - (width * gravityMultiplier) : baseX + (width * gravityMultiplier)) + dx;\n const ny = rect.top + nextY + dy;\n const nRatio = nextY / sideArray.length;\n const nGravityMultiplier = Math.pow(nRatio, 1.5);\n const nx = (isLeft ? baseX - (nextWidth * nGravityMultiplier) : baseX + (nextWidth * nGravityMultiplier)) + dx;\n\n targetCtx.lineTo(px, py);\n targetCtx.lineTo(nx, ny);\n }\n\n // Close at the bottom\n targetCtx.lineTo(baseX + dx, rect.bottom + dy);\n targetCtx.closePath();\n targetCtx.fill();\n };\n\n if (hasLeftSnow) drawSide(acc.leftSide, true);\n if (hasRightSnow) drawSide(acc.rightSide, false);\n }\n\n ctx.shadowBlur = 0;\n if (fixedCtx) fixedCtx.shadowBlur = 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package/dist/index.mjs
CHANGED
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@@ -7,22 +7,22 @@ import { useEffect, useRef, useState as useState2 } from "react";
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7
7
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import { createContext, useContext, useState } from "react";
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8
8
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import { jsx } from "react/jsx-runtime";
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9
9
|
var DEFAULT_PHYSICS = {
|
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10
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-
MAX_FLAKES:
|
|
11
|
-
MELT_SPEED:
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12
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-
WIND_STRENGTH:
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10
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+
MAX_FLAKES: 1e3,
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11
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+
MELT_SPEED: 1e-5,
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12
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+
WIND_STRENGTH: 1.5,
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13
13
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ACCUMULATION: {
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14
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-
SIDE_RATE: 1
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15
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-
TOP_RATE:
|
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16
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-
BOTTOM_RATE:
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14
|
+
SIDE_RATE: 1,
|
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15
|
+
TOP_RATE: 5,
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16
|
+
BOTTOM_RATE: 5
|
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17
17
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},
|
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18
18
|
MAX_DEPTH: {
|
|
19
|
-
TOP:
|
|
20
|
-
BOTTOM:
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21
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-
SIDE:
|
|
19
|
+
TOP: 100,
|
|
20
|
+
BOTTOM: 50,
|
|
21
|
+
SIDE: 20
|
|
22
22
|
},
|
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23
23
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FLAKE_SIZE: {
|
|
24
24
|
MIN: 0.5,
|
|
25
|
-
MAX:
|
|
25
|
+
MAX: 1.6
|
|
26
26
|
}
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|
27
27
|
};
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|
28
28
|
var SnowfallContext = createContext(void 0);
|
|
@@ -75,13 +75,11 @@ var VAL_IGNORE = "ignore";
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|
|
75
75
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var VAL_TOP = "top";
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|
76
76
|
var VAL_BOTTOM = "bottom";
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|
77
77
|
var TAG_HEADER = "header";
|
|
78
|
-
var TAG_FOOTER = "footer";
|
|
79
78
|
var ROLE_BANNER = "banner";
|
|
80
|
-
var ROLE_CONTENTINFO = "contentinfo";
|
|
81
79
|
|
|
82
80
|
// src/utils/snowfall/dom.ts
|
|
83
|
-
var BOTTOM_TAGS = [TAG_HEADER
|
|
84
|
-
var BOTTOM_ROLES = [ROLE_BANNER
|
|
81
|
+
var BOTTOM_TAGS = [TAG_HEADER];
|
|
82
|
+
var BOTTOM_ROLES = [ROLE_BANNER];
|
|
85
83
|
var AUTO_DETECT_TAGS = ["header", "footer", "article", "section", "aside", "nav"];
|
|
86
84
|
var AUTO_DETECT_ROLES = ['[role="banner"]', '[role="contentinfo"]', '[role="main"]'];
|
|
87
85
|
var AUTO_DETECT_CLASSES = [
|
|
@@ -503,10 +501,14 @@ var drawSideAccumulations = (ctx, fixedCtx, elementRects) => {
|
|
|
503
501
|
const width = sideArray[y] || 0;
|
|
504
502
|
const nextY = Math.min(y + 2, sideArray.length - 1);
|
|
505
503
|
const nextWidth = sideArray[nextY] || 0;
|
|
504
|
+
const heightRatio = y / sideArray.length;
|
|
505
|
+
const gravityMultiplier = Math.pow(heightRatio, 1.5);
|
|
506
506
|
const py = rect.top + y + dy;
|
|
507
|
-
const px = (isLeft ? baseX - width : baseX + width) + dx;
|
|
507
|
+
const px = (isLeft ? baseX - width * gravityMultiplier : baseX + width * gravityMultiplier) + dx;
|
|
508
508
|
const ny = rect.top + nextY + dy;
|
|
509
|
-
const
|
|
509
|
+
const nRatio = nextY / sideArray.length;
|
|
510
|
+
const nGravityMultiplier = Math.pow(nRatio, 1.5);
|
|
511
|
+
const nx = (isLeft ? baseX - nextWidth * nGravityMultiplier : baseX + nextWidth * nGravityMultiplier) + dx;
|
|
510
512
|
targetCtx.lineTo(px, py);
|
|
511
513
|
targetCtx.lineTo(nx, ny);
|
|
512
514
|
}
|
package/dist/index.mjs.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"sources":["../src/Snowfall.tsx","../src/SnowfallProvider.tsx","../src/utils/snowfall/constants.ts","../src/utils/snowfall/dom.ts","../src/utils/snowfall/physics.ts","../src/utils/snowfall/draw.ts"],"sourcesContent":["'use client';\n\nimport { useEffect, useRef, useState } from 'react';\nimport { useSnowfall } from './SnowfallProvider';\nimport { Snowflake, SnowAccumulation } from './utils/snowfall/types';\nimport { getElementRects } from './utils/snowfall/dom';\nimport { createSnowflake, initializeAccumulation, meltAndSmoothAccumulation, updateSnowflakes } from './utils/snowfall/physics';\nimport { drawAccumulations, drawSideAccumulations, drawSnowflake } from './utils/snowfall/draw';\n\nexport default function Snowfall() {\n const { isEnabled, physicsConfig } = useSnowfall();\n const isEnabledRef = useRef(isEnabled);\n const physicsConfigRef = useRef(physicsConfig);\n const [isMounted, setIsMounted] = useState(false);\n const [isVisible, setIsVisible] = useState(false);\n const canvasRef = useRef<HTMLCanvasElement>(null);\n const fixedCanvasRef = useRef<HTMLCanvasElement>(null);\n const snowflakesRef = useRef<Snowflake[]>([]);\n const accumulationRef = useRef<Map<Element, SnowAccumulation>>(new Map());\n const animationIdRef = useRef<number>(0);\n\n useEffect(() => {\n setIsMounted(true);\n }, []);\n\n useEffect(() => {\n isEnabledRef.current = isEnabled;\n }, [isEnabled]);\n\n useEffect(() => {\n physicsConfigRef.current = physicsConfig;\n }, [physicsConfig]);\n\n useEffect(() => {\n if (!isMounted) return;\n\n const canvas = canvasRef.current;\n const fixedCanvas = fixedCanvasRef.current;\n if (!canvas || !fixedCanvas) return;\n\n const ctx = canvas.getContext('2d');\n const fixedCtx = fixedCanvas.getContext('2d');\n if (!ctx || !fixedCtx) return;\n\n const resizeCanvas = () => {\n if (canvasRef.current && fixedCanvasRef.current) {\n const newHeight = Math.max(document.documentElement.scrollHeight, window.innerHeight);\n const newWidth = Math.max(document.documentElement.scrollWidth, window.innerWidth);\n\n if (canvasRef.current.height !== newHeight || canvasRef.current.width !== newWidth) {\n canvasRef.current.width = newWidth;\n canvasRef.current.height = newHeight;\n }\n\n // Fixed canvas matches viewport\n if (fixedCanvasRef.current.width !== window.innerWidth || fixedCanvasRef.current.height !== window.innerHeight) {\n fixedCanvasRef.current.width = window.innerWidth;\n fixedCanvasRef.current.height = window.innerHeight;\n }\n }\n };\n resizeCanvas();\n\n const resizeObserver = new ResizeObserver(() => {\n resizeCanvas();\n });\n resizeObserver.observe(document.body);\n\n snowflakesRef.current = [];\n\n const initAccumulationWrapper = () => {\n initializeAccumulation(accumulationRef.current, physicsConfigRef.current);\n };\n initAccumulationWrapper();\n\n setIsVisible(true);\n\n let lastTime = 0;\n\n const animate = (currentTime: number) => {\n if (lastTime === 0) {\n lastTime = currentTime;\n animationIdRef.current = requestAnimationFrame(animate);\n return;\n }\n\n const deltaTime = Math.min(currentTime - lastTime, 50);\n lastTime = currentTime;\n const dt = deltaTime / 16.67;\n\n ctx.clearRect(0, 0, canvas.width, canvas.height);\n fixedCtx.clearRect(0, 0, fixedCanvas.width, fixedCanvas.height);\n\n const snowflakes = snowflakesRef.current;\n const elementRects = getElementRects(accumulationRef.current);\n\n // Physics Update: Melt and Smooth\n meltAndSmoothAccumulation(elementRects, physicsConfigRef.current, dt);\n\n // Physics Update: Snowflakes & Collisions\n updateSnowflakes(snowflakes, elementRects, physicsConfigRef.current, dt, canvas.width, canvas.height);\n\n // Draw Snowflakes\n for (const flake of snowflakes) {\n drawSnowflake(ctx, flake);\n }\n\n // Spawn new snowflakes\n if (isEnabledRef.current && snowflakes.length < physicsConfigRef.current.MAX_FLAKES) {\n const isBackground = Math.random() < 0.4;\n snowflakes.push(createSnowflake(canvas.width, physicsConfigRef.current, isBackground));\n }\n\n // Draw Accumulation\n drawAccumulations(ctx, fixedCtx, elementRects);\n drawSideAccumulations(ctx, fixedCtx, elementRects);\n\n animationIdRef.current = requestAnimationFrame(animate);\n };\n\n animationIdRef.current = requestAnimationFrame(animate);\n\n const handleResize = () => {\n resizeCanvas();\n accumulationRef.current.clear();\n initAccumulationWrapper();\n };\n\n window.addEventListener('resize', handleResize);\n const checkInterval = setInterval(initAccumulationWrapper, 3000);\n\n return () => {\n cancelAnimationFrame(animationIdRef.current);\n window.removeEventListener('resize', handleResize);\n clearInterval(checkInterval);\n resizeObserver.disconnect();\n };\n }, [isMounted]);\n\n if (!isMounted) return null;\n\n return (\n <>\n <canvas\n ref={canvasRef}\n style={{\n position: 'absolute',\n top: 0,\n left: 0,\n pointerEvents: 'none',\n zIndex: 9999,\n opacity: isVisible ? 1 : 0,\n transition: 'opacity 0.3s ease-in',\n }}\n aria-hidden=\"true\"\n />\n <canvas\n ref={fixedCanvasRef}\n style={{\n position: 'fixed',\n top: 0,\n left: 0,\n pointerEvents: 'none',\n zIndex: 9999,\n opacity: isVisible ? 1 : 0,\n transition: 'opacity 0.3s ease-in',\n }}\n aria-hidden=\"true\"\n />\n </>\n );\n}\n","'use client';\n\nimport React, { createContext, useContext, useState, ReactNode } from 'react';\n\nexport interface PhysicsConfig {\n MAX_FLAKES: number;\n MELT_SPEED: number;\n WIND_STRENGTH: number;\n ACCUMULATION: {\n SIDE_RATE: number;\n TOP_RATE: number;\n BOTTOM_RATE: number;\n };\n MAX_DEPTH: {\n TOP: number;\n BOTTOM: number;\n SIDE: number;\n };\n FLAKE_SIZE: {\n MIN: number;\n MAX: number;\n };\n}\n\nexport const DEFAULT_PHYSICS: PhysicsConfig = {\n MAX_FLAKES: 500,\n MELT_SPEED: 0.00005,\n WIND_STRENGTH: 0.8,\n ACCUMULATION: {\n SIDE_RATE: 1.2,\n TOP_RATE: 1.9,\n BOTTOM_RATE: 1.2,\n },\n MAX_DEPTH: {\n TOP: 50,\n BOTTOM: 25,\n SIDE: 8,\n },\n FLAKE_SIZE: {\n MIN: 0.5,\n MAX: 2.5,\n }\n};\n\ninterface SnowfallContextType {\n isEnabled: boolean;\n toggleSnow: () => void;\n physicsConfig: PhysicsConfig;\n updatePhysicsConfig: (config: Partial<PhysicsConfig>) => void;\n resetPhysics: () => void;\n}\n\nconst SnowfallContext = createContext<SnowfallContextType | undefined>(undefined);\n\nexport function SnowfallProvider({ children }: { children: ReactNode }) {\n const [isEnabled, setIsEnabled] = useState(true);\n const [physicsConfig, setPhysicsConfig] = useState<PhysicsConfig>(DEFAULT_PHYSICS);\n\n const toggleSnow = () => {\n setIsEnabled((prev) => !prev);\n };\n\n const updatePhysicsConfig = (config: Partial<PhysicsConfig>) => {\n setPhysicsConfig((prev) => ({\n ...prev,\n ...config,\n ACCUMULATION: {\n ...prev.ACCUMULATION,\n ...(config.ACCUMULATION || {}),\n },\n MAX_DEPTH: {\n ...prev.MAX_DEPTH,\n ...(config.MAX_DEPTH || {}),\n },\n FLAKE_SIZE: {\n ...prev.FLAKE_SIZE,\n ...(config.FLAKE_SIZE || {}),\n },\n }));\n };\n\n const resetPhysics = () => {\n setPhysicsConfig(DEFAULT_PHYSICS);\n };\n\n return (\n <SnowfallContext.Provider value={{\n isEnabled,\n toggleSnow,\n physicsConfig,\n updatePhysicsConfig,\n resetPhysics\n }}>\n {children}\n </SnowfallContext.Provider>\n );\n}\n\nexport function useSnowfall() {\n const context = useContext(SnowfallContext);\n if (context === undefined) {\n throw new Error('useSnowfall must be used within a SnowfallProvider');\n }\n return context;\n}\n","export const ATTR_SNOWFALL = 'data-snowfall';\n\nexport const VAL_IGNORE = 'ignore';\nexport const VAL_TOP = 'top';\nexport const VAL_BOTTOM = 'bottom';\n\nexport const TAG_HEADER = 'header';\nexport const TAG_FOOTER = 'footer';\n\nexport const ROLE_BANNER = 'banner';\nexport const ROLE_CONTENTINFO = 'contentinfo';\n","import { SnowAccumulation, ElementSurface, SnowfallSurface } from './types';\nimport {\n ATTR_SNOWFALL, VAL_IGNORE, VAL_TOP, VAL_BOTTOM,\n TAG_HEADER, TAG_FOOTER, ROLE_BANNER, ROLE_CONTENTINFO\n} from './constants';\n\nconst BOTTOM_TAGS = [TAG_HEADER, TAG_FOOTER];\nconst BOTTOM_ROLES = [ROLE_BANNER, ROLE_CONTENTINFO];\n\nconst AUTO_DETECT_TAGS = ['header', 'footer', 'article', 'section', 'aside', 'nav'];\nconst AUTO_DETECT_ROLES = ['[role=\"banner\"]', '[role=\"contentinfo\"]', '[role=\"main\"]'];\nconst AUTO_DETECT_CLASSES = [\n '.card', '[class*=\"card\"]', '[class*=\"Card\"]',\n '[class*=\"bg-\"]', '[class*=\"shadow-\"]', '[class*=\"rounded-\"]'\n];\n\nexport const getElementType = (el: Element): SnowfallSurface => {\n const tagName = el.tagName.toLowerCase();\n if (BOTTOM_TAGS.includes(tagName)) return VAL_BOTTOM;\n\n const role = el.getAttribute('role');\n if (role && BOTTOM_ROLES.includes(role)) return VAL_BOTTOM;\n\n return VAL_TOP;\n};\n\nconst shouldAccumulate = (el: Element): boolean => {\n // Explicit opt-out\n if (el.getAttribute(ATTR_SNOWFALL) === VAL_IGNORE) return false;\n\n // Explicit opt-in\n if (el.hasAttribute(ATTR_SNOWFALL)) return true;\n\n // Heuristics\n const styles = window.getComputedStyle(el);\n const rect = el.getBoundingClientRect();\n\n const isVisible = styles.display !== 'none' &&\n styles.visibility !== 'hidden' &&\n parseFloat(styles.opacity) > 0.1;\n if (!isVisible) return false;\n\n // Check for visual prominence\n const bgColor = styles.backgroundColor;\n const hasBackground = bgColor !== 'rgba(0, 0, 0, 0)' && bgColor !== 'transparent';\n const hasBorder = parseFloat(styles.borderWidth) > 0 || styles.borderStyle !== 'none';\n const hasBoxShadow = styles.boxShadow !== 'none';\n const hasBorderRadius = parseFloat(styles.borderRadius) > 0;\n\n return hasBackground || hasBorder || hasBoxShadow || hasBorderRadius;\n};\n\nexport const getAccumulationSurfaces = (): { el: Element; type: SnowfallSurface; isFixed: boolean }[] => {\n const surfaces: { el: Element; type: SnowfallSurface; isFixed: boolean }[] = [];\n const seen = new Set<Element>();\n\n const candidates = document.querySelectorAll(\n [\n `[${ATTR_SNOWFALL}]`,\n ...AUTO_DETECT_TAGS,\n ...AUTO_DETECT_ROLES,\n ...AUTO_DETECT_CLASSES\n ].join(', ')\n );\n\n candidates.forEach(el => {\n if (seen.has(el)) return;\n\n const rect = el.getBoundingClientRect();\n\n // Manual override check first\n const manualOverride = el.getAttribute(ATTR_SNOWFALL);\n if (manualOverride === VAL_IGNORE) return;\n\n // If manually opted in, skip some heuristic checks but keep basic visibility/size sanity\n const isManuallyIncluded = manualOverride !== null;\n\n const styles = window.getComputedStyle(el);\n const isVisible = styles.display !== 'none' &&\n styles.visibility !== 'hidden' &&\n parseFloat(styles.opacity) > 0.1;\n\n if (!isVisible && !isManuallyIncluded) return;\n\n // Skip really small elements unless manually forced\n const hasSize = rect.width >= 100 && rect.height >= 50;\n if (!hasSize && !isManuallyIncluded) return;\n\n // HEURISTIC: Skip full-page wrappers\n const isFullPageWrapper = rect.top <= 10 && rect.height >= window.innerHeight * 0.9;\n\n\n const isBottomTag = BOTTOM_TAGS.includes(el.tagName.toLowerCase());\n const isBottomRole = BOTTOM_ROLES.includes(el.getAttribute('role') || '');\n const isBottomSurface = isBottomTag || isBottomRole ||\n manualOverride === VAL_BOTTOM;\n\n if (isFullPageWrapper && !isBottomSurface && !isManuallyIncluded) return;\n\n let isFixed = false;\n let currentEl: Element | null = el;\n while (currentEl && currentEl !== document.body) {\n const style = window.getComputedStyle(currentEl);\n if (style.position === 'fixed' || style.position === 'sticky') {\n isFixed = true;\n break;\n }\n currentEl = currentEl.parentElement;\n }\n\n if (shouldAccumulate(el)) {\n // Determine type: manual override takes precedence\n let type: SnowfallSurface = getElementType(el);\n\n if (manualOverride === VAL_BOTTOM) {\n type = VAL_BOTTOM;\n } else if (manualOverride === VAL_TOP) {\n type = VAL_TOP;\n }\n\n surfaces.push({ el, type, isFixed });\n seen.add(el);\n }\n });\n\n console.log(`[Snowfall] Auto-detection found ${surfaces.length} surfaces`);\n return surfaces;\n};\n\nexport const getElementRects = (accumulationMap: Map<Element, SnowAccumulation>): ElementSurface[] => {\n const elementRects: ElementSurface[] = [];\n\n for (const [el, acc] of accumulationMap.entries()) {\n if (!el.isConnected) continue;\n const rect = el.getBoundingClientRect();\n // Convert viewport coordinates to absolute page coordinates\n const absoluteRect = {\n left: rect.left + window.scrollX,\n right: rect.right + window.scrollX,\n top: rect.top + window.scrollY,\n bottom: rect.bottom + window.scrollY,\n width: rect.width,\n height: rect.height,\n x: rect.x, // Note: these are strictly viewport relative in DOMRect usually, \n // but we just need consistent absolute coords for physics\n y: rect.y,\n toJSON: rect.toJSON\n };\n // We cast because we constructed a compatible object, though strictly DOMRect has readonly properties\n elementRects.push({ el, rect: absoluteRect as unknown as DOMRect, acc });\n }\n return elementRects;\n};\n","import { PhysicsConfig } from '../../SnowfallProvider';\nimport { Snowflake, SnowAccumulation, ElementSurface } from './types';\nimport { getAccumulationSurfaces } from './dom';\nimport { VAL_BOTTOM } from './constants';\n\nexport const createSnowflake = (\n canvasWidth: number,\n config: PhysicsConfig,\n isBackground: boolean = false\n): Snowflake => {\n if (isBackground) {\n const sizeRatio = Math.random();\n const radius = config.FLAKE_SIZE.MIN * 0.6 + sizeRatio * (config.FLAKE_SIZE.MAX - config.FLAKE_SIZE.MIN) * 0.4;\n return {\n x: Math.random() * canvasWidth,\n y: window.scrollY - 5,\n radius,\n speed: radius * 0.3 + Math.random() * 0.2 + 0.2,\n wind: (Math.random() - 0.5) * (config.WIND_STRENGTH * 0.625),\n opacity: Math.random() * 0.2 + 0.2,\n wobble: Math.random() * Math.PI * 2,\n wobbleSpeed: Math.random() * 0.015 + 0.005,\n sizeRatio,\n isBackground: true\n };\n } else {\n const sizeRatio = Math.random();\n const radius = config.FLAKE_SIZE.MIN + sizeRatio * (config.FLAKE_SIZE.MAX - config.FLAKE_SIZE.MIN);\n return {\n x: Math.random() * canvasWidth,\n y: window.scrollY - 5,\n radius,\n speed: radius * 0.5 + Math.random() * 0.3 + 0.5,\n wind: (Math.random() - 0.5) * config.WIND_STRENGTH,\n opacity: Math.random() * 0.3 + 0.5,\n wobble: Math.random() * Math.PI * 2,\n wobbleSpeed: Math.random() * 0.02 + 0.01,\n sizeRatio,\n isBackground: false\n };\n }\n};\n\nexport const initializeAccumulation = (\n accumulationMap: Map<Element, SnowAccumulation>,\n config: PhysicsConfig\n) => {\n const elements = getAccumulationSurfaces();\n // Prune disconnected elements\n for (const [el] of accumulationMap.entries()) {\n if (!el.isConnected) {\n accumulationMap.delete(el);\n }\n }\n\n elements.forEach(({ el, type, isFixed }) => {\n const existing = accumulationMap.get(el);\n const rect = el.getBoundingClientRect();\n const width = Math.ceil(rect.width);\n const isBottom = type === VAL_BOTTOM;\n\n if (existing && existing.heights.length === width) {\n existing.type = type;\n existing.isFixed = isFixed;\n if (existing.borderRadius !== undefined) {\n const styleBuffer = window.getComputedStyle(el); // Potentially slow in loop, strictly necessary?\n existing.borderRadius = parseFloat(styleBuffer.borderTopLeftRadius) || 0;\n }\n return;\n }\n\n const height = Math.ceil(rect.height);\n const baseMax = isBottom ? config.MAX_DEPTH.BOTTOM : config.MAX_DEPTH.TOP;\n\n const styles = window.getComputedStyle(el);\n const borderRadius = parseFloat(styles.borderTopLeftRadius) || 0;\n\n let maxHeights = new Array(width);\n for (let i = 0; i < width; i++) {\n let edgeFactor = 1.0;\n if (!isBottom && borderRadius > 0) {\n if (i < borderRadius) {\n edgeFactor = Math.pow(i / borderRadius, 1.2);\n } else if (i > width - borderRadius) {\n edgeFactor = Math.pow((width - i) / borderRadius, 1.2);\n }\n }\n maxHeights[i] = baseMax * edgeFactor * (0.85 + Math.random() * 0.15);\n }\n\n // Smooth maxHeights\n const smoothPasses = 4;\n for (let p = 0; p < smoothPasses; p++) {\n const smoothed = [...maxHeights];\n for (let i = 1; i < width - 1; i++) {\n smoothed[i] = (maxHeights[i - 1] + maxHeights[i] + maxHeights[i + 1]) / 3;\n }\n maxHeights = smoothed;\n }\n\n accumulationMap.set(el, {\n heights: existing?.heights.length === width ? existing.heights : new Array(width).fill(0),\n maxHeights,\n leftSide: existing?.leftSide.length === height ? existing.leftSide : new Array(height).fill(0),\n rightSide: existing?.rightSide.length === height ? existing.rightSide : new Array(height).fill(0),\n maxSideHeight: isBottom ? 0 : config.MAX_DEPTH.SIDE,\n borderRadius,\n type,\n isFixed,\n });\n });\n};\n\nconst accumulateSide = (\n sideArray: number[],\n rectHeight: number,\n localY: number,\n maxSideHeight: number,\n borderRadius: number,\n config: PhysicsConfig\n) => {\n const spread = 4;\n const addHeight = config.ACCUMULATION.SIDE_RATE * (0.8 + Math.random() * 0.4);\n\n for (let dy = -spread; dy <= spread; dy++) {\n const y = localY + dy;\n if (y >= 0 && y < sideArray.length) {\n const inTop = y < borderRadius;\n const inBottom = y > rectHeight - borderRadius;\n if (borderRadius > 0 && (inTop || inBottom)) continue;\n\n const normalizedDist = Math.abs(dy) / spread;\n const falloff = (Math.cos(normalizedDist * Math.PI) + 1) / 2;\n sideArray[y] = Math.min(maxSideHeight, sideArray[y] + addHeight * falloff);\n }\n }\n};\n\nexport const updateSnowflakes = (\n snowflakes: Snowflake[],\n elementRects: ElementSurface[],\n config: PhysicsConfig,\n dt: number,\n canvasWidth: number,\n canvasHeight: number\n) => {\n for (let i = snowflakes.length - 1; i >= 0; i--) {\n const flake = snowflakes[i];\n\n flake.wobble += flake.wobbleSpeed * dt;\n flake.x += (flake.wind + Math.sin(flake.wobble) * 0.5) * dt;\n flake.y += (flake.speed + Math.cos(flake.wobble * 0.5) * 0.1) * dt;\n\n let landed = false;\n\n for (const { rect, acc } of elementRects) {\n const isBottom = acc.type === VAL_BOTTOM;\n\n // Side collisions\n if (!landed && acc.maxSideHeight > 0 && !isBottom) {\n const isInVerticalBounds = flake.y >= rect.top && flake.y <= rect.bottom;\n\n if (isInVerticalBounds) {\n const localY = Math.floor(flake.y - rect.top);\n const borderRadius = acc.borderRadius;\n\n const isInTopCorner = localY < borderRadius;\n const isInBottomCorner = localY > rect.height - borderRadius;\n const isCorner = borderRadius > 0 && (isInTopCorner || isInBottomCorner);\n\n if (flake.x >= rect.left - 5 && flake.x < rect.left + 3) {\n if (!isCorner) {\n accumulateSide(acc.leftSide, rect.height, localY, acc.maxSideHeight, borderRadius, config);\n landed = true;\n }\n }\n\n if (!landed && flake.x > rect.right - 3 && flake.x <= rect.right + 5) {\n if (!isCorner) {\n accumulateSide(acc.rightSide, rect.height, localY, acc.maxSideHeight, borderRadius, config);\n landed = true;\n }\n }\n\n if (landed) break;\n }\n }\n\n // Top accumulation\n if (flake.x >= rect.left && flake.x <= rect.right) {\n const localX = Math.floor(flake.x - rect.left);\n const currentHeight = acc.heights[localX] || 0;\n const maxHeight = acc.maxHeights[localX] || 5;\n\n const surfaceY = isBottom ? rect.bottom - currentHeight : rect.top - currentHeight;\n\n if (flake.y >= surfaceY && flake.y < surfaceY + 10 && currentHeight < maxHeight) {\n const shouldAccumulate = isBottom ? Math.random() < 0.15 : true;\n\n if (shouldAccumulate) {\n const baseSpread = Math.ceil(flake.radius);\n const spread = baseSpread + Math.floor(Math.random() * 2);\n const accumRate = isBottom ? config.ACCUMULATION.BOTTOM_RATE : config.ACCUMULATION.TOP_RATE;\n const centerOffset = Math.floor(Math.random() * 3) - 1;\n\n for (let dx = -spread; dx <= spread; dx++) {\n if (Math.random() < 0.15) continue;\n const idx = localX + dx + centerOffset;\n if (idx >= 0 && idx < acc.heights.length) {\n const dist = Math.abs(dx);\n const pixelMax = acc.maxHeights[idx] || 5;\n\n const normDist = dist / spread;\n const falloff = (Math.cos(normDist * Math.PI) + 1) / 2;\n const baseAdd = 0.3 * falloff;\n\n const randomFactor = 0.8 + Math.random() * 0.4;\n const addHeight = baseAdd * randomFactor * accumRate;\n\n if (acc.heights[idx] < pixelMax && addHeight > 0) {\n acc.heights[idx] = Math.min(pixelMax, acc.heights[idx] + addHeight);\n }\n }\n }\n\n if (isBottom) {\n landed = true;\n break;\n }\n }\n\n if (!isBottom) {\n landed = true;\n break;\n }\n }\n }\n }\n\n if (landed || flake.y > canvasHeight + 10 || flake.x < -20 || flake.x > canvasWidth + 20) {\n snowflakes.splice(i, 1);\n }\n }\n};\n\nexport const meltAndSmoothAccumulation = (\n elementRects: ElementSurface[],\n config: PhysicsConfig,\n dt: number\n) => {\n for (const { acc } of elementRects) {\n const meltRate = config.MELT_SPEED * dt;\n const len = acc.heights.length;\n\n // Smooth\n if (len > 2) {\n for (let i = 1; i < len - 1; i++) {\n if (acc.heights[i] > 0.05) {\n const avg = (acc.heights[i - 1] + acc.heights[i + 1]) / 2;\n acc.heights[i] = acc.heights[i] * 0.99 + avg * 0.01;\n }\n }\n }\n\n // Melt\n for (let i = 0; i < acc.heights.length; i++) {\n if (acc.heights[i] > 0) acc.heights[i] = Math.max(0, acc.heights[i] - meltRate);\n }\n for (let i = 0; i < acc.leftSide.length; i++) {\n if (acc.leftSide[i] > 0) acc.leftSide[i] = Math.max(0, acc.leftSide[i] - meltRate);\n if (acc.rightSide[i] > 0) acc.rightSide[i] = Math.max(0, acc.rightSide[i] - meltRate);\n }\n }\n};\n","import { Snowflake, ElementSurface } from './types';\nimport { VAL_BOTTOM } from './constants';\n\nexport const drawSnowflake = (ctx: CanvasRenderingContext2D, flake: Snowflake) => {\n ctx.beginPath();\n ctx.arc(flake.x, flake.y, flake.radius, 0, Math.PI * 2);\n ctx.fillStyle = `rgba(255, 255, 255, ${flake.opacity})`;\n ctx.fill();\n\n ctx.beginPath();\n ctx.arc(flake.x, flake.y, flake.radius * 1.5, 0, Math.PI * 2);\n ctx.fillStyle = `rgba(255, 255, 255, ${flake.opacity * 0.2})`;\n ctx.fill();\n};\n\nexport const drawAccumulations = (\n ctx: CanvasRenderingContext2D,\n fixedCtx: CanvasRenderingContext2D | null,\n elementRects: ElementSurface[]\n) => {\n // Setup styles for both contexts\n const setupCtx = (c: CanvasRenderingContext2D) => {\n c.fillStyle = 'rgba(255, 255, 255, 0.95)';\n c.shadowColor = 'rgba(200, 230, 255, 0.6)';\n c.shadowBlur = 4;\n c.shadowOffsetY = -1;\n };\n setupCtx(ctx);\n if (fixedCtx) setupCtx(fixedCtx);\n\n const scrollX = window.scrollX;\n const scrollY = window.scrollY;\n\n for (const { rect, acc } of elementRects) {\n if (!acc.heights.some(h => h > 0.1)) continue;\n\n const useFixed = acc.isFixed && fixedCtx;\n const targetCtx = useFixed ? fixedCtx! : ctx;\n\n // If using fixed context, we need to convert absolute coordinates (rect) back to viewport coordinates\n const dx = useFixed ? -scrollX : 0;\n const dy = useFixed ? -scrollY : 0;\n\n const isBottom = acc.type === VAL_BOTTOM;\n const baseY = isBottom ? rect.bottom - 1 : rect.top + 1;\n const borderRadius = acc.borderRadius;\n\n const getCurveOffset = (xPos: number) => {\n if (borderRadius <= 0 || isBottom) return 0;\n let offset = 0;\n if (xPos < borderRadius) {\n const dist = borderRadius - xPos;\n offset = borderRadius - Math.sqrt(Math.max(0, borderRadius * borderRadius - dist * dist));\n } else if (xPos > rect.width - borderRadius) {\n const dist = xPos - (rect.width - borderRadius);\n offset = borderRadius - Math.sqrt(Math.max(0, borderRadius * borderRadius - dist * dist));\n }\n return offset;\n };\n\n targetCtx.beginPath();\n let first = true;\n const step = 2;\n const len = acc.heights.length;\n\n for (let x = 0; x < len; x += step) {\n const height = acc.heights[x] || 0;\n const px = rect.left + x + dx;\n const py = baseY - height + getCurveOffset(x) + dy;\n if (first) {\n targetCtx.moveTo(px, py);\n first = false;\n } else {\n targetCtx.lineTo(px, py);\n }\n }\n\n if ((len - 1) % step !== 0) {\n const x = len - 1;\n const height = acc.heights[x] || 0;\n const px = rect.left + x + dx;\n const py = baseY - height + getCurveOffset(x) + dy;\n targetCtx.lineTo(px, py);\n }\n\n for (let x = len - 1; x >= 0; x -= step) {\n const px = rect.left + x + dx;\n const py = baseY + getCurveOffset(x) + dy;\n targetCtx.lineTo(px, py);\n }\n\n const startX = 0;\n const startPx = rect.left + startX + dx;\n const startPy = baseY + getCurveOffset(startX) + dy;\n targetCtx.lineTo(startPx, startPy);\n\n targetCtx.closePath();\n targetCtx.fill();\n }\n\n ctx.shadowBlur = 0;\n ctx.shadowOffsetY = 0;\n if (fixedCtx) {\n fixedCtx.shadowBlur = 0;\n fixedCtx.shadowOffsetY = 0;\n }\n};\n\nexport const drawSideAccumulations = (\n ctx: CanvasRenderingContext2D,\n fixedCtx: CanvasRenderingContext2D | null,\n elementRects: ElementSurface[]\n) => {\n const setupCtx = (c: CanvasRenderingContext2D) => {\n c.fillStyle = 'rgba(255, 255, 255, 0.95)';\n c.shadowColor = 'rgba(200, 230, 255, 0.6)';\n c.shadowBlur = 3;\n };\n setupCtx(ctx);\n if (fixedCtx) setupCtx(fixedCtx);\n\n const scrollX = window.scrollX;\n const scrollY = window.scrollY;\n\n for (const { rect, acc } of elementRects) {\n if (acc.maxSideHeight === 0) continue;\n\n const hasLeftSnow = acc.leftSide.some(h => h > 0.3);\n const hasRightSnow = acc.rightSide.some(h => h > 0.3);\n\n if (!hasLeftSnow && !hasRightSnow) continue;\n\n const useFixed = acc.isFixed && fixedCtx;\n const targetCtx = useFixed ? fixedCtx! : ctx;\n const dx = useFixed ? -scrollX : 0;\n const dy = useFixed ? -scrollY : 0;\n\n const drawSide = (sideArray: number[], isLeft: boolean) => {\n targetCtx.beginPath();\n const baseX = isLeft ? rect.left : rect.right;\n targetCtx.moveTo(baseX + dx, rect.top + dy);\n\n for (let y = 0; y < sideArray.length; y += 2) {\n const width = sideArray[y] || 0;\n const nextY = Math.min(y + 2, sideArray.length - 1);\n const nextWidth = sideArray[nextY] || 0;\n\n const py = rect.top + y + dy;\n const px = (isLeft ? baseX - width : baseX + width) + dx;\n const ny = rect.top + nextY + dy;\n const nx = (isLeft ? baseX - nextWidth : baseX + nextWidth) + dx;\n\n targetCtx.lineTo(px, py);\n targetCtx.lineTo(nx, ny);\n }\n targetCtx.lineTo(baseX + dx, rect.bottom + dy);\n targetCtx.closePath();\n targetCtx.fill();\n };\n\n if (hasLeftSnow) drawSide(acc.leftSide, true);\n if (hasRightSnow) drawSide(acc.rightSide, false);\n }\n\n ctx.shadowBlur = 0;\n if (fixedCtx) fixedCtx.shadowBlur = 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{"version":3,"sources":["../src/Snowfall.tsx","../src/SnowfallProvider.tsx","../src/utils/snowfall/constants.ts","../src/utils/snowfall/dom.ts","../src/utils/snowfall/physics.ts","../src/utils/snowfall/draw.ts"],"sourcesContent":["'use client';\n\nimport { useEffect, useRef, useState } from 'react';\nimport { useSnowfall } from './SnowfallProvider';\nimport { Snowflake, SnowAccumulation } from './utils/snowfall/types';\nimport { getElementRects } from './utils/snowfall/dom';\nimport { createSnowflake, initializeAccumulation, meltAndSmoothAccumulation, updateSnowflakes } from './utils/snowfall/physics';\nimport { drawAccumulations, drawSideAccumulations, drawSnowflake } from './utils/snowfall/draw';\n\nexport default function Snowfall() {\n const { isEnabled, physicsConfig } = useSnowfall();\n const isEnabledRef = useRef(isEnabled);\n const physicsConfigRef = useRef(physicsConfig);\n const [isMounted, setIsMounted] = useState(false);\n const [isVisible, setIsVisible] = useState(false);\n const canvasRef = useRef<HTMLCanvasElement>(null);\n const fixedCanvasRef = useRef<HTMLCanvasElement>(null);\n const snowflakesRef = useRef<Snowflake[]>([]);\n const accumulationRef = useRef<Map<Element, SnowAccumulation>>(new Map());\n const animationIdRef = useRef<number>(0);\n\n useEffect(() => {\n setIsMounted(true);\n }, []);\n\n useEffect(() => {\n isEnabledRef.current = isEnabled;\n }, [isEnabled]);\n\n useEffect(() => {\n physicsConfigRef.current = physicsConfig;\n }, [physicsConfig]);\n\n useEffect(() => {\n if (!isMounted) return;\n\n const canvas = canvasRef.current;\n const fixedCanvas = fixedCanvasRef.current;\n if (!canvas || !fixedCanvas) return;\n\n const ctx = canvas.getContext('2d');\n const fixedCtx = fixedCanvas.getContext('2d');\n if (!ctx || !fixedCtx) return;\n\n const resizeCanvas = () => {\n if (canvasRef.current && fixedCanvasRef.current) {\n const newHeight = Math.max(document.documentElement.scrollHeight, window.innerHeight);\n const newWidth = Math.max(document.documentElement.scrollWidth, window.innerWidth);\n\n if (canvasRef.current.height !== newHeight || canvasRef.current.width !== newWidth) {\n canvasRef.current.width = newWidth;\n canvasRef.current.height = newHeight;\n }\n\n // Fixed canvas matches viewport\n if (fixedCanvasRef.current.width !== window.innerWidth || fixedCanvasRef.current.height !== window.innerHeight) {\n fixedCanvasRef.current.width = window.innerWidth;\n fixedCanvasRef.current.height = window.innerHeight;\n }\n }\n };\n resizeCanvas();\n\n const resizeObserver = new ResizeObserver(() => {\n resizeCanvas();\n });\n resizeObserver.observe(document.body);\n\n snowflakesRef.current = [];\n\n const initAccumulationWrapper = () => {\n initializeAccumulation(accumulationRef.current, physicsConfigRef.current);\n };\n initAccumulationWrapper();\n\n setIsVisible(true);\n\n let lastTime = 0;\n\n const animate = (currentTime: number) => {\n if (lastTime === 0) {\n lastTime = currentTime;\n animationIdRef.current = requestAnimationFrame(animate);\n return;\n }\n\n const deltaTime = Math.min(currentTime - lastTime, 50);\n lastTime = currentTime;\n const dt = deltaTime / 16.67;\n\n ctx.clearRect(0, 0, canvas.width, canvas.height);\n fixedCtx.clearRect(0, 0, fixedCanvas.width, fixedCanvas.height);\n\n const snowflakes = snowflakesRef.current;\n const elementRects = getElementRects(accumulationRef.current);\n\n // Physics Update: Melt and Smooth\n meltAndSmoothAccumulation(elementRects, physicsConfigRef.current, dt);\n\n // Physics Update: Snowflakes & Collisions\n updateSnowflakes(snowflakes, elementRects, physicsConfigRef.current, dt, canvas.width, canvas.height);\n\n // Draw Snowflakes\n for (const flake of snowflakes) {\n drawSnowflake(ctx, flake);\n }\n\n // Spawn new snowflakes\n if (isEnabledRef.current && snowflakes.length < physicsConfigRef.current.MAX_FLAKES) {\n const isBackground = Math.random() < 0.4;\n snowflakes.push(createSnowflake(canvas.width, physicsConfigRef.current, isBackground));\n }\n\n // Draw Accumulation\n drawAccumulations(ctx, fixedCtx, elementRects);\n drawSideAccumulations(ctx, fixedCtx, elementRects);\n\n animationIdRef.current = requestAnimationFrame(animate);\n };\n\n animationIdRef.current = requestAnimationFrame(animate);\n\n const handleResize = () => {\n resizeCanvas();\n accumulationRef.current.clear();\n initAccumulationWrapper();\n };\n\n window.addEventListener('resize', handleResize);\n const checkInterval = setInterval(initAccumulationWrapper, 3000);\n\n return () => {\n cancelAnimationFrame(animationIdRef.current);\n window.removeEventListener('resize', handleResize);\n clearInterval(checkInterval);\n resizeObserver.disconnect();\n };\n }, [isMounted]);\n\n if (!isMounted) return null;\n\n return (\n <>\n <canvas\n ref={canvasRef}\n style={{\n position: 'absolute',\n top: 0,\n left: 0,\n pointerEvents: 'none',\n zIndex: 9999,\n opacity: isVisible ? 1 : 0,\n transition: 'opacity 0.3s ease-in',\n }}\n aria-hidden=\"true\"\n />\n <canvas\n ref={fixedCanvasRef}\n style={{\n position: 'fixed',\n top: 0,\n left: 0,\n pointerEvents: 'none',\n zIndex: 9999,\n opacity: isVisible ? 1 : 0,\n transition: 'opacity 0.3s ease-in',\n }}\n aria-hidden=\"true\"\n />\n </>\n );\n}\n","'use client';\n\nimport React, { createContext, useContext, useState, ReactNode } from 'react';\n\nexport interface PhysicsConfig {\n MAX_FLAKES: number;\n MELT_SPEED: number;\n WIND_STRENGTH: number;\n ACCUMULATION: {\n SIDE_RATE: number;\n TOP_RATE: number;\n BOTTOM_RATE: number;\n };\n MAX_DEPTH: {\n TOP: number;\n BOTTOM: number;\n SIDE: number;\n };\n FLAKE_SIZE: {\n MIN: number;\n MAX: number;\n };\n}\n\nexport const DEFAULT_PHYSICS: PhysicsConfig = {\n MAX_FLAKES: 1000,\n MELT_SPEED: 0.00001,\n WIND_STRENGTH: 1.5,\n ACCUMULATION: {\n SIDE_RATE: 1,\n TOP_RATE: 5,\n BOTTOM_RATE: 5.0,\n },\n MAX_DEPTH: {\n TOP: 100,\n BOTTOM: 50,\n SIDE: 20,\n },\n FLAKE_SIZE: {\n MIN: 0.5,\n MAX: 1.6,\n }\n};\n\ninterface SnowfallContextType {\n isEnabled: boolean;\n toggleSnow: () => void;\n physicsConfig: PhysicsConfig;\n updatePhysicsConfig: (config: Partial<PhysicsConfig>) => void;\n resetPhysics: () => void;\n}\n\nconst SnowfallContext = createContext<SnowfallContextType | undefined>(undefined);\n\nexport function SnowfallProvider({ children }: { children: ReactNode }) {\n const [isEnabled, setIsEnabled] = useState(true);\n const [physicsConfig, setPhysicsConfig] = useState<PhysicsConfig>(DEFAULT_PHYSICS);\n\n const toggleSnow = () => {\n setIsEnabled((prev) => !prev);\n };\n\n const updatePhysicsConfig = (config: Partial<PhysicsConfig>) => {\n setPhysicsConfig((prev) => ({\n ...prev,\n ...config,\n ACCUMULATION: {\n ...prev.ACCUMULATION,\n ...(config.ACCUMULATION || {}),\n },\n MAX_DEPTH: {\n ...prev.MAX_DEPTH,\n ...(config.MAX_DEPTH || {}),\n },\n FLAKE_SIZE: {\n ...prev.FLAKE_SIZE,\n ...(config.FLAKE_SIZE || {}),\n },\n }));\n };\n\n const resetPhysics = () => {\n setPhysicsConfig(DEFAULT_PHYSICS);\n };\n\n return (\n <SnowfallContext.Provider value={{\n isEnabled,\n toggleSnow,\n physicsConfig,\n updatePhysicsConfig,\n resetPhysics\n }}>\n {children}\n </SnowfallContext.Provider>\n );\n}\n\nexport function useSnowfall() {\n const context = useContext(SnowfallContext);\n if (context === undefined) {\n throw new Error('useSnowfall must be used within a SnowfallProvider');\n }\n return context;\n}\n","export const ATTR_SNOWFALL = 'data-snowfall';\n\nexport const VAL_IGNORE = 'ignore';\nexport const VAL_TOP = 'top';\nexport const VAL_BOTTOM = 'bottom';\n\nexport const TAG_HEADER = 'header';\nexport const TAG_FOOTER = 'footer';\n\nexport const ROLE_BANNER = 'banner';\nexport const ROLE_CONTENTINFO = 'contentinfo';\n","import { SnowAccumulation, ElementSurface, SnowfallSurface } from './types';\nimport {\n ATTR_SNOWFALL, VAL_IGNORE, VAL_TOP, VAL_BOTTOM,\n TAG_HEADER, TAG_FOOTER, ROLE_BANNER, ROLE_CONTENTINFO\n} from './constants';\n\n// Headers: snow accumulates on BOTTOM edge\n// Footers: default to TOP surface (snow piles on top)\n// Use data-snowfall attributes to override this behavior\nconst BOTTOM_TAGS = [TAG_HEADER];\nconst BOTTOM_ROLES = [ROLE_BANNER];\n\nconst AUTO_DETECT_TAGS = ['header', 'footer', 'article', 'section', 'aside', 'nav'];\nconst AUTO_DETECT_ROLES = ['[role=\"banner\"]', '[role=\"contentinfo\"]', '[role=\"main\"]'];\nconst AUTO_DETECT_CLASSES = [\n '.card', '[class*=\"card\"]', '[class*=\"Card\"]',\n '[class*=\"bg-\"]', '[class*=\"shadow-\"]', '[class*=\"rounded-\"]'\n];\n\nexport const getElementType = (el: Element): SnowfallSurface => {\n const tagName = el.tagName.toLowerCase();\n if (BOTTOM_TAGS.includes(tagName)) return VAL_BOTTOM;\n\n const role = el.getAttribute('role');\n if (role && BOTTOM_ROLES.includes(role)) return VAL_BOTTOM;\n\n // Default: snow accumulates on top of elements (natural physics)\n return VAL_TOP;\n};\n\nconst shouldAccumulate = (el: Element): boolean => {\n // Explicit opt-out\n if (el.getAttribute(ATTR_SNOWFALL) === VAL_IGNORE) return false;\n\n // Explicit opt-in\n if (el.hasAttribute(ATTR_SNOWFALL)) return true;\n\n // Heuristics\n const styles = window.getComputedStyle(el);\n const rect = el.getBoundingClientRect();\n\n const isVisible = styles.display !== 'none' &&\n styles.visibility !== 'hidden' &&\n parseFloat(styles.opacity) > 0.1;\n if (!isVisible) return false;\n\n // Check for visual prominence\n const bgColor = styles.backgroundColor;\n const hasBackground = bgColor !== 'rgba(0, 0, 0, 0)' && bgColor !== 'transparent';\n const hasBorder = parseFloat(styles.borderWidth) > 0 || styles.borderStyle !== 'none';\n const hasBoxShadow = styles.boxShadow !== 'none';\n const hasBorderRadius = parseFloat(styles.borderRadius) > 0;\n\n return hasBackground || hasBorder || hasBoxShadow || hasBorderRadius;\n};\n\nexport const getAccumulationSurfaces = (): { el: Element; type: SnowfallSurface; isFixed: boolean }[] => {\n const surfaces: { el: Element; type: SnowfallSurface; isFixed: boolean }[] = [];\n const seen = new Set<Element>();\n\n const candidates = document.querySelectorAll(\n [\n `[${ATTR_SNOWFALL}]`,\n ...AUTO_DETECT_TAGS,\n ...AUTO_DETECT_ROLES,\n ...AUTO_DETECT_CLASSES\n ].join(', ')\n );\n\n candidates.forEach(el => {\n if (seen.has(el)) return;\n\n const rect = el.getBoundingClientRect();\n\n // Manual override check first\n const manualOverride = el.getAttribute(ATTR_SNOWFALL);\n if (manualOverride === VAL_IGNORE) return;\n\n // If manually opted in, skip some heuristic checks but keep basic visibility/size sanity\n const isManuallyIncluded = manualOverride !== null;\n\n const styles = window.getComputedStyle(el);\n const isVisible = styles.display !== 'none' &&\n styles.visibility !== 'hidden' &&\n parseFloat(styles.opacity) > 0.1;\n\n if (!isVisible && !isManuallyIncluded) return;\n\n // Skip really small elements unless manually forced\n const hasSize = rect.width >= 100 && rect.height >= 50;\n if (!hasSize && !isManuallyIncluded) return;\n\n // HEURISTIC: Skip full-page wrappers\n const isFullPageWrapper = rect.top <= 10 && rect.height >= window.innerHeight * 0.9;\n\n\n const isBottomTag = BOTTOM_TAGS.includes(el.tagName.toLowerCase());\n const isBottomRole = BOTTOM_ROLES.includes(el.getAttribute('role') || '');\n const isBottomSurface = isBottomTag || isBottomRole ||\n manualOverride === VAL_BOTTOM;\n\n if (isFullPageWrapper && !isBottomSurface && !isManuallyIncluded) return;\n\n let isFixed = false;\n let currentEl: Element | null = el;\n while (currentEl && currentEl !== document.body) {\n const style = window.getComputedStyle(currentEl);\n if (style.position === 'fixed' || style.position === 'sticky') {\n isFixed = true;\n break;\n }\n currentEl = currentEl.parentElement;\n }\n\n if (shouldAccumulate(el)) {\n // Determine type: manual override takes precedence\n let type: SnowfallSurface = getElementType(el);\n\n if (manualOverride === VAL_BOTTOM) {\n type = VAL_BOTTOM;\n } else if (manualOverride === VAL_TOP) {\n type = VAL_TOP;\n }\n\n surfaces.push({ el, type, isFixed });\n seen.add(el);\n }\n });\n\n console.log(`[Snowfall] Auto-detection found ${surfaces.length} surfaces`);\n return surfaces;\n};\n\nexport const getElementRects = (accumulationMap: Map<Element, SnowAccumulation>): ElementSurface[] => {\n const elementRects: ElementSurface[] = [];\n\n for (const [el, acc] of accumulationMap.entries()) {\n if (!el.isConnected) continue;\n const rect = el.getBoundingClientRect();\n // Convert viewport coordinates to absolute page coordinates\n const absoluteRect = {\n left: rect.left + window.scrollX,\n right: rect.right + window.scrollX,\n top: rect.top + window.scrollY,\n bottom: rect.bottom + window.scrollY,\n width: rect.width,\n height: rect.height,\n x: rect.x, // Note: these are strictly viewport relative in DOMRect usually, \n // but we just need consistent absolute coords for physics\n y: rect.y,\n toJSON: rect.toJSON\n };\n // We cast because we constructed a compatible object, though strictly DOMRect has readonly properties\n elementRects.push({ el, rect: absoluteRect as unknown as DOMRect, acc });\n }\n return elementRects;\n};\n","import { PhysicsConfig } from '../../SnowfallProvider';\nimport { Snowflake, SnowAccumulation, ElementSurface } from './types';\nimport { getAccumulationSurfaces } from './dom';\nimport { VAL_BOTTOM } from './constants';\n\nexport const createSnowflake = (\n canvasWidth: number,\n config: PhysicsConfig,\n isBackground: boolean = false\n): Snowflake => {\n if (isBackground) {\n const sizeRatio = Math.random();\n const radius = config.FLAKE_SIZE.MIN * 0.6 + sizeRatio * (config.FLAKE_SIZE.MAX - config.FLAKE_SIZE.MIN) * 0.4;\n return {\n x: Math.random() * canvasWidth,\n y: window.scrollY - 5,\n radius,\n speed: radius * 0.3 + Math.random() * 0.2 + 0.2,\n wind: (Math.random() - 0.5) * (config.WIND_STRENGTH * 0.625),\n opacity: Math.random() * 0.2 + 0.2,\n wobble: Math.random() * Math.PI * 2,\n wobbleSpeed: Math.random() * 0.015 + 0.005,\n sizeRatio,\n isBackground: true\n };\n } else {\n const sizeRatio = Math.random();\n const radius = config.FLAKE_SIZE.MIN + sizeRatio * (config.FLAKE_SIZE.MAX - config.FLAKE_SIZE.MIN);\n return {\n x: Math.random() * canvasWidth,\n y: window.scrollY - 5,\n radius,\n speed: radius * 0.5 + Math.random() * 0.3 + 0.5,\n wind: (Math.random() - 0.5) * config.WIND_STRENGTH,\n opacity: Math.random() * 0.3 + 0.5,\n wobble: Math.random() * Math.PI * 2,\n wobbleSpeed: Math.random() * 0.02 + 0.01,\n sizeRatio,\n isBackground: false\n };\n }\n};\n\nexport const initializeAccumulation = (\n accumulationMap: Map<Element, SnowAccumulation>,\n config: PhysicsConfig\n) => {\n const elements = getAccumulationSurfaces();\n // Prune disconnected elements\n for (const [el] of accumulationMap.entries()) {\n if (!el.isConnected) {\n accumulationMap.delete(el);\n }\n }\n\n elements.forEach(({ el, type, isFixed }) => {\n const existing = accumulationMap.get(el);\n const rect = el.getBoundingClientRect();\n const width = Math.ceil(rect.width);\n const isBottom = type === VAL_BOTTOM;\n\n if (existing && existing.heights.length === width) {\n existing.type = type;\n existing.isFixed = isFixed;\n if (existing.borderRadius !== undefined) {\n const styleBuffer = window.getComputedStyle(el); // Potentially slow in loop, strictly necessary?\n existing.borderRadius = parseFloat(styleBuffer.borderTopLeftRadius) || 0;\n }\n return;\n }\n\n const height = Math.ceil(rect.height);\n const baseMax = isBottom ? config.MAX_DEPTH.BOTTOM : config.MAX_DEPTH.TOP;\n\n const styles = window.getComputedStyle(el);\n const borderRadius = parseFloat(styles.borderTopLeftRadius) || 0;\n\n let maxHeights = new Array(width);\n for (let i = 0; i < width; i++) {\n let edgeFactor = 1.0;\n if (!isBottom && borderRadius > 0) {\n if (i < borderRadius) {\n edgeFactor = Math.pow(i / borderRadius, 1.2);\n } else if (i > width - borderRadius) {\n edgeFactor = Math.pow((width - i) / borderRadius, 1.2);\n }\n }\n maxHeights[i] = baseMax * edgeFactor * (0.85 + Math.random() * 0.15);\n }\n\n // Smooth maxHeights\n const smoothPasses = 4;\n for (let p = 0; p < smoothPasses; p++) {\n const smoothed = [...maxHeights];\n for (let i = 1; i < width - 1; i++) {\n smoothed[i] = (maxHeights[i - 1] + maxHeights[i] + maxHeights[i + 1]) / 3;\n }\n maxHeights = smoothed;\n }\n\n accumulationMap.set(el, {\n heights: existing?.heights.length === width ? existing.heights : new Array(width).fill(0),\n maxHeights,\n leftSide: existing?.leftSide.length === height ? existing.leftSide : new Array(height).fill(0),\n rightSide: existing?.rightSide.length === height ? existing.rightSide : new Array(height).fill(0),\n maxSideHeight: isBottom ? 0 : config.MAX_DEPTH.SIDE,\n borderRadius,\n type,\n isFixed,\n });\n });\n};\n\nconst accumulateSide = (\n sideArray: number[],\n rectHeight: number,\n localY: number,\n maxSideHeight: number,\n borderRadius: number,\n config: PhysicsConfig\n) => {\n const spread = 4;\n const addHeight = config.ACCUMULATION.SIDE_RATE * (0.8 + Math.random() * 0.4);\n\n for (let dy = -spread; dy <= spread; dy++) {\n const y = localY + dy;\n if (y >= 0 && y < sideArray.length) {\n const inTop = y < borderRadius;\n const inBottom = y > rectHeight - borderRadius;\n if (borderRadius > 0 && (inTop || inBottom)) continue;\n\n const normalizedDist = Math.abs(dy) / spread;\n const falloff = (Math.cos(normalizedDist * Math.PI) + 1) / 2;\n sideArray[y] = Math.min(maxSideHeight, sideArray[y] + addHeight * falloff);\n }\n }\n};\n\nexport const updateSnowflakes = (\n snowflakes: Snowflake[],\n elementRects: ElementSurface[],\n config: PhysicsConfig,\n dt: number,\n canvasWidth: number,\n canvasHeight: number\n) => {\n for (let i = snowflakes.length - 1; i >= 0; i--) {\n const flake = snowflakes[i];\n\n flake.wobble += flake.wobbleSpeed * dt;\n flake.x += (flake.wind + Math.sin(flake.wobble) * 0.5) * dt;\n flake.y += (flake.speed + Math.cos(flake.wobble * 0.5) * 0.1) * dt;\n\n let landed = false;\n\n for (const { rect, acc } of elementRects) {\n const isBottom = acc.type === VAL_BOTTOM;\n\n // Side collisions\n if (!landed && acc.maxSideHeight > 0 && !isBottom) {\n const isInVerticalBounds = flake.y >= rect.top && flake.y <= rect.bottom;\n\n if (isInVerticalBounds) {\n const localY = Math.floor(flake.y - rect.top);\n const borderRadius = acc.borderRadius;\n\n const isInTopCorner = localY < borderRadius;\n const isInBottomCorner = localY > rect.height - borderRadius;\n const isCorner = borderRadius > 0 && (isInTopCorner || isInBottomCorner);\n\n if (flake.x >= rect.left - 5 && flake.x < rect.left + 3) {\n if (!isCorner) {\n accumulateSide(acc.leftSide, rect.height, localY, acc.maxSideHeight, borderRadius, config);\n landed = true;\n }\n }\n\n if (!landed && flake.x > rect.right - 3 && flake.x <= rect.right + 5) {\n if (!isCorner) {\n accumulateSide(acc.rightSide, rect.height, localY, acc.maxSideHeight, borderRadius, config);\n landed = true;\n }\n }\n\n if (landed) break;\n }\n }\n\n // Top accumulation\n if (flake.x >= rect.left && flake.x <= rect.right) {\n const localX = Math.floor(flake.x - rect.left);\n const currentHeight = acc.heights[localX] || 0;\n const maxHeight = acc.maxHeights[localX] || 5;\n\n const surfaceY = isBottom ? rect.bottom - currentHeight : rect.top - currentHeight;\n\n if (flake.y >= surfaceY && flake.y < surfaceY + 10 && currentHeight < maxHeight) {\n const shouldAccumulate = isBottom ? Math.random() < 0.15 : true;\n\n if (shouldAccumulate) {\n const baseSpread = Math.ceil(flake.radius);\n const spread = baseSpread + Math.floor(Math.random() * 2);\n const accumRate = isBottom ? config.ACCUMULATION.BOTTOM_RATE : config.ACCUMULATION.TOP_RATE;\n const centerOffset = Math.floor(Math.random() * 3) - 1;\n\n for (let dx = -spread; dx <= spread; dx++) {\n if (Math.random() < 0.15) continue;\n const idx = localX + dx + centerOffset;\n if (idx >= 0 && idx < acc.heights.length) {\n const dist = Math.abs(dx);\n const pixelMax = acc.maxHeights[idx] || 5;\n\n const normDist = dist / spread;\n const falloff = (Math.cos(normDist * Math.PI) + 1) / 2;\n const baseAdd = 0.3 * falloff;\n\n const randomFactor = 0.8 + Math.random() * 0.4;\n const addHeight = baseAdd * randomFactor * accumRate;\n\n if (acc.heights[idx] < pixelMax && addHeight > 0) {\n acc.heights[idx] = Math.min(pixelMax, acc.heights[idx] + addHeight);\n }\n }\n }\n\n if (isBottom) {\n landed = true;\n break;\n }\n }\n\n if (!isBottom) {\n landed = true;\n break;\n }\n }\n }\n }\n\n if (landed || flake.y > canvasHeight + 10 || flake.x < -20 || flake.x > canvasWidth + 20) {\n snowflakes.splice(i, 1);\n }\n }\n};\n\nexport const meltAndSmoothAccumulation = (\n elementRects: ElementSurface[],\n config: PhysicsConfig,\n dt: number\n) => {\n for (const { acc } of elementRects) {\n const meltRate = config.MELT_SPEED * dt;\n const len = acc.heights.length;\n\n // Smooth\n if (len > 2) {\n for (let i = 1; i < len - 1; i++) {\n if (acc.heights[i] > 0.05) {\n const avg = (acc.heights[i - 1] + acc.heights[i + 1]) / 2;\n acc.heights[i] = acc.heights[i] * 0.99 + avg * 0.01;\n }\n }\n }\n\n // Melt\n for (let i = 0; i < acc.heights.length; i++) {\n if (acc.heights[i] > 0) acc.heights[i] = Math.max(0, acc.heights[i] - meltRate);\n }\n for (let i = 0; i < acc.leftSide.length; i++) {\n if (acc.leftSide[i] > 0) acc.leftSide[i] = Math.max(0, acc.leftSide[i] - meltRate);\n if (acc.rightSide[i] > 0) acc.rightSide[i] = Math.max(0, acc.rightSide[i] - meltRate);\n }\n }\n};\n","import { Snowflake, ElementSurface } from './types';\nimport { VAL_BOTTOM } from './constants';\n\nexport const drawSnowflake = (ctx: CanvasRenderingContext2D, flake: Snowflake) => {\n ctx.beginPath();\n ctx.arc(flake.x, flake.y, flake.radius, 0, Math.PI * 2);\n ctx.fillStyle = `rgba(255, 255, 255, ${flake.opacity})`;\n ctx.fill();\n\n ctx.beginPath();\n ctx.arc(flake.x, flake.y, flake.radius * 1.5, 0, Math.PI * 2);\n ctx.fillStyle = `rgba(255, 255, 255, ${flake.opacity * 0.2})`;\n ctx.fill();\n};\n\nexport const drawAccumulations = (\n ctx: CanvasRenderingContext2D,\n fixedCtx: CanvasRenderingContext2D | null,\n elementRects: ElementSurface[]\n) => {\n // Setup styles for both contexts\n const setupCtx = (c: CanvasRenderingContext2D) => {\n c.fillStyle = 'rgba(255, 255, 255, 0.95)';\n c.shadowColor = 'rgba(200, 230, 255, 0.6)';\n c.shadowBlur = 4;\n c.shadowOffsetY = -1;\n };\n setupCtx(ctx);\n if (fixedCtx) setupCtx(fixedCtx);\n\n const scrollX = window.scrollX;\n const scrollY = window.scrollY;\n\n for (const { rect, acc } of elementRects) {\n if (!acc.heights.some(h => h > 0.1)) continue;\n\n const useFixed = acc.isFixed && fixedCtx;\n const targetCtx = useFixed ? fixedCtx! : ctx;\n\n // If using fixed context, we need to convert absolute coordinates (rect) back to viewport coordinates\n const dx = useFixed ? -scrollX : 0;\n const dy = useFixed ? -scrollY : 0;\n\n const isBottom = acc.type === VAL_BOTTOM;\n const baseY = isBottom ? rect.bottom - 1 : rect.top + 1;\n const borderRadius = acc.borderRadius;\n\n const getCurveOffset = (xPos: number) => {\n if (borderRadius <= 0 || isBottom) return 0;\n let offset = 0;\n if (xPos < borderRadius) {\n const dist = borderRadius - xPos;\n offset = borderRadius - Math.sqrt(Math.max(0, borderRadius * borderRadius - dist * dist));\n } else if (xPos > rect.width - borderRadius) {\n const dist = xPos - (rect.width - borderRadius);\n offset = borderRadius - Math.sqrt(Math.max(0, borderRadius * borderRadius - dist * dist));\n }\n return offset;\n };\n\n targetCtx.beginPath();\n let first = true;\n const step = 2;\n const len = acc.heights.length;\n\n for (let x = 0; x < len; x += step) {\n const height = acc.heights[x] || 0;\n const px = rect.left + x + dx;\n const py = baseY - height + getCurveOffset(x) + dy;\n if (first) {\n targetCtx.moveTo(px, py);\n first = false;\n } else {\n targetCtx.lineTo(px, py);\n }\n }\n\n if ((len - 1) % step !== 0) {\n const x = len - 1;\n const height = acc.heights[x] || 0;\n const px = rect.left + x + dx;\n const py = baseY - height + getCurveOffset(x) + dy;\n targetCtx.lineTo(px, py);\n }\n\n for (let x = len - 1; x >= 0; x -= step) {\n const px = rect.left + x + dx;\n const py = baseY + getCurveOffset(x) + dy;\n targetCtx.lineTo(px, py);\n }\n\n const startX = 0;\n const startPx = rect.left + startX + dx;\n const startPy = baseY + getCurveOffset(startX) + dy;\n targetCtx.lineTo(startPx, startPy);\n\n targetCtx.closePath();\n targetCtx.fill();\n }\n\n ctx.shadowBlur = 0;\n ctx.shadowOffsetY = 0;\n if (fixedCtx) {\n fixedCtx.shadowBlur = 0;\n fixedCtx.shadowOffsetY = 0;\n }\n};\n\nexport const drawSideAccumulations = (\n ctx: CanvasRenderingContext2D,\n fixedCtx: CanvasRenderingContext2D | null,\n elementRects: ElementSurface[]\n) => {\n const setupCtx = (c: CanvasRenderingContext2D) => {\n c.fillStyle = 'rgba(255, 255, 255, 0.95)';\n c.shadowColor = 'rgba(200, 230, 255, 0.6)';\n c.shadowBlur = 3;\n };\n setupCtx(ctx);\n if (fixedCtx) setupCtx(fixedCtx);\n\n const scrollX = window.scrollX;\n const scrollY = window.scrollY;\n\n for (const { rect, acc } of elementRects) {\n if (acc.maxSideHeight === 0) continue;\n\n const hasLeftSnow = acc.leftSide.some(h => h > 0.3);\n const hasRightSnow = acc.rightSide.some(h => h > 0.3);\n\n if (!hasLeftSnow && !hasRightSnow) continue;\n\n const useFixed = acc.isFixed && fixedCtx;\n const targetCtx = useFixed ? fixedCtx! : ctx;\n const dx = useFixed ? -scrollX : 0;\n const dy = useFixed ? -scrollY : 0;\n\n const drawSide = (sideArray: number[], isLeft: boolean) => {\n targetCtx.beginPath();\n const baseX = isLeft ? rect.left : rect.right;\n\n // Start at the top of the element\n targetCtx.moveTo(baseX + dx, rect.top + dy);\n\n for (let y = 0; y < sideArray.length; y += 2) {\n const width = sideArray[y] || 0;\n const nextY = Math.min(y + 2, sideArray.length - 1);\n const nextWidth = sideArray[nextY] || 0;\n\n // Apply gravity influence: snow accumulates more towards the bottom\n // Quadratic falloff makes accumulation stronger at the bottom\n const heightRatio = y / sideArray.length;\n const gravityMultiplier = Math.pow(heightRatio, 1.5); // Heavy bias towards bottom\n\n const py = rect.top + y + dy;\n const px = (isLeft ? baseX - (width * gravityMultiplier) : baseX + (width * gravityMultiplier)) + dx;\n const ny = rect.top + nextY + dy;\n const nRatio = nextY / sideArray.length;\n const nGravityMultiplier = Math.pow(nRatio, 1.5);\n const nx = (isLeft ? baseX - (nextWidth * nGravityMultiplier) : baseX + (nextWidth * nGravityMultiplier)) + dx;\n\n targetCtx.lineTo(px, py);\n targetCtx.lineTo(nx, ny);\n }\n\n // Close at the bottom\n targetCtx.lineTo(baseX + dx, rect.bottom + dy);\n targetCtx.closePath();\n targetCtx.fill();\n };\n\n if (hasLeftSnow) drawSide(acc.leftSide, true);\n if (hasRightSnow) drawSide(acc.rightSide, false);\n }\n\n ctx.shadowBlur = 0;\n if (fixedCtx) fixedCtx.shadowBlur = 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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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1
1
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{
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2
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"name": "@hdcodedev/snowfall",
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3
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-
"version": "1.0.
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3
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+
"version": "1.0.4",
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4
4
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"description": "Realistic snowfall effect for React with physics-based accumulation on surfaces. Features melting, wind, and smart surface detection.",
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5
5
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"main": "./dist/index.js",
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6
6
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"module": "./dist/index.mjs",
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