@pibbl/core 0.0.1

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Files changed (1069) hide show
  1. package/LICENSE.txt +19 -0
  2. package/README.md +76 -0
  3. package/THIRD_PARTY_NOTICES.txt +205 -0
  4. package/dist/features/particles/index.d.ts +7 -0
  5. package/dist/features/particles/index.js +26 -0
  6. package/dist/features/particles/index.js.map +7 -0
  7. package/dist/features/particles/index.mjs +1 -0
  8. package/dist/features/particles/lib/canvas/birth-ledger.d.ts +69 -0
  9. package/dist/features/particles/lib/canvas/birth-ledger.js +752 -0
  10. package/dist/features/particles/lib/canvas/birth-ledger.js.map +7 -0
  11. package/dist/features/particles/lib/canvas/component.d.ts +14 -0
  12. package/dist/features/particles/lib/canvas/component.js +249 -0
  13. package/dist/features/particles/lib/canvas/component.js.map +7 -0
  14. package/dist/features/particles/lib/canvas/executor.d.ts +31 -0
  15. package/dist/features/particles/lib/canvas/executor.js +537 -0
  16. package/dist/features/particles/lib/canvas/executor.js.map +7 -0
  17. package/dist/features/particles/lib/canvas/primitive.d.ts +14 -0
  18. package/dist/features/particles/lib/canvas/primitive.js +50 -0
  19. package/dist/features/particles/lib/canvas/primitive.js.map +7 -0
  20. package/dist/features/particles/lib/canvas/raster-cache.d.ts +13 -0
  21. package/dist/features/particles/lib/canvas/raster-cache.js +106 -0
  22. package/dist/features/particles/lib/canvas/raster-cache.js.map +7 -0
  23. package/dist/features/particles/lib/color.d.ts +7 -0
  24. package/dist/features/particles/lib/color.js +159 -0
  25. package/dist/features/particles/lib/color.js.map +7 -0
  26. package/dist/features/particles/lib/compiler.d.ts +134 -0
  27. package/dist/features/particles/lib/compiler.js +443 -0
  28. package/dist/features/particles/lib/compiler.js.map +7 -0
  29. package/dist/features/particles/lib/curve.d.ts +19 -0
  30. package/dist/features/particles/lib/curve.js +129 -0
  31. package/dist/features/particles/lib/curve.js.map +7 -0
  32. package/dist/features/particles/lib/definition-records.d.ts +58 -0
  33. package/dist/features/particles/lib/definition-records.js +500 -0
  34. package/dist/features/particles/lib/definition-records.js.map +7 -0
  35. package/dist/features/particles/lib/definition.d.ts +18 -0
  36. package/dist/features/particles/lib/definition.js +602 -0
  37. package/dist/features/particles/lib/definition.js.map +7 -0
  38. package/dist/features/particles/lib/emission.d.ts +54 -0
  39. package/dist/features/particles/lib/emission.js +184 -0
  40. package/dist/features/particles/lib/emission.js.map +7 -0
  41. package/dist/features/particles/lib/flow/field.d.ts +81 -0
  42. package/dist/features/particles/lib/flow/field.js +585 -0
  43. package/dist/features/particles/lib/flow/field.js.map +7 -0
  44. package/dist/features/particles/lib/flow/hook.d.ts +158 -0
  45. package/dist/features/particles/lib/flow/hook.js +215 -0
  46. package/dist/features/particles/lib/flow/hook.js.map +7 -0
  47. package/dist/features/particles/lib/flow/population.d.ts +25 -0
  48. package/dist/features/particles/lib/flow/population.js +104 -0
  49. package/dist/features/particles/lib/flow/population.js.map +7 -0
  50. package/dist/features/particles/lib/particle.d.ts +113 -0
  51. package/dist/features/particles/lib/particle.js +192 -0
  52. package/dist/features/particles/lib/particle.js.map +7 -0
  53. package/dist/features/particles/lib/random.d.ts +16 -0
  54. package/dist/features/particles/lib/random.js +61 -0
  55. package/dist/features/particles/lib/random.js.map +7 -0
  56. package/dist/features/particles/lib/sample.d.ts +32 -0
  57. package/dist/features/particles/lib/sample.js +397 -0
  58. package/dist/features/particles/lib/sample.js.map +7 -0
  59. package/dist/features/particles/lib/signal-inputs.d.ts +6 -0
  60. package/dist/features/particles/lib/signal-inputs.js +41 -0
  61. package/dist/features/particles/lib/signal-inputs.js.map +7 -0
  62. package/dist/features/particles/lib/system/binding.d.ts +59 -0
  63. package/dist/features/particles/lib/system/binding.js +122 -0
  64. package/dist/features/particles/lib/system/binding.js.map +7 -0
  65. package/dist/features/particles/lib/system/controller.d.ts +58 -0
  66. package/dist/features/particles/lib/system/controller.js +1446 -0
  67. package/dist/features/particles/lib/system/controller.js.map +7 -0
  68. package/dist/features/particles/lib/system/hook.d.ts +13 -0
  69. package/dist/features/particles/lib/system/hook.js +52 -0
  70. package/dist/features/particles/lib/system/hook.js.map +7 -0
  71. package/dist/features/particles/lib/system/ownership.d.ts +26 -0
  72. package/dist/features/particles/lib/system/ownership.js +128 -0
  73. package/dist/features/particles/lib/system/ownership.js.map +7 -0
  74. package/dist/features/particles/lib/types.d.ts +983 -0
  75. package/dist/features/physics/2d-geometry.d.ts +216 -0
  76. package/dist/features/physics/2d-geometry.js +59 -0
  77. package/dist/features/physics/2d-geometry.js.map +7 -0
  78. package/dist/features/physics/2d-geometry.mjs +1 -0
  79. package/dist/features/physics/2d-testing.d.ts +80 -0
  80. package/dist/features/physics/2d-testing.js +141 -0
  81. package/dist/features/physics/2d-testing.js.map +7 -0
  82. package/dist/features/physics/2d-testing.mjs +1 -0
  83. package/dist/features/physics/2d.d.ts +165 -0
  84. package/dist/features/physics/2d.js +119 -0
  85. package/dist/features/physics/2d.js.map +7 -0
  86. package/dist/features/physics/2d.mjs +1 -0
  87. package/dist/features/physics/lib/2d/canvas/components.d.ts +46 -0
  88. package/dist/features/physics/lib/2d/canvas/components.js +212 -0
  89. package/dist/features/physics/lib/2d/canvas/components.js.map +7 -0
  90. package/dist/features/physics/lib/2d/canvas/custom.d.ts +24 -0
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  93. package/dist/features/physics/lib/2d/canvas/debug.d.ts +23 -0
  94. package/dist/features/physics/lib/2d/canvas/debug.js +53 -0
  95. package/dist/features/physics/lib/2d/canvas/debug.js.map +7 -0
  96. package/dist/features/physics/lib/2d/canvas/inference.d.ts +9 -0
  97. package/dist/features/physics/lib/2d/canvas/inference.js +704 -0
  98. package/dist/features/physics/lib/2d/canvas/inference.js.map +7 -0
  99. package/dist/features/physics/lib/2d/canvas/presentation.d.ts +11 -0
  100. package/dist/features/physics/lib/2d/canvas/presentation.js +169 -0
  101. package/dist/features/physics/lib/2d/canvas/presentation.js.map +7 -0
  102. package/dist/features/physics/lib/2d/collision/analytic.d.ts +15 -0
  103. package/dist/features/physics/lib/2d/collision/analytic.js +151 -0
  104. package/dist/features/physics/lib/2d/collision/analytic.js.map +7 -0
  105. package/dist/features/physics/lib/2d/collision/casts.d.ts +37 -0
  106. package/dist/features/physics/lib/2d/collision/casts.js +631 -0
  107. package/dist/features/physics/lib/2d/collision/casts.js.map +7 -0
  108. package/dist/features/physics/lib/2d/collision/epa.d.ts +21 -0
  109. package/dist/features/physics/lib/2d/collision/epa.js +102 -0
  110. package/dist/features/physics/lib/2d/collision/epa.js.map +7 -0
  111. package/dist/features/physics/lib/2d/collision/gjk.d.ts +28 -0
  112. package/dist/features/physics/lib/2d/collision/gjk.js +233 -0
  113. package/dist/features/physics/lib/2d/collision/gjk.js.map +7 -0
  114. package/dist/features/physics/lib/2d/collision/manifold.d.ts +35 -0
  115. package/dist/features/physics/lib/2d/collision/manifold.js +238 -0
  116. package/dist/features/physics/lib/2d/collision/manifold.js.map +7 -0
  117. package/dist/features/physics/lib/2d/collision/pairs.d.ts +10 -0
  118. package/dist/features/physics/lib/2d/collision/pairs.js +285 -0
  119. package/dist/features/physics/lib/2d/collision/pairs.js.map +7 -0
  120. package/dist/features/physics/lib/2d/collision/support.d.ts +20 -0
  121. package/dist/features/physics/lib/2d/collision/support.js +155 -0
  122. package/dist/features/physics/lib/2d/collision/support.js.map +7 -0
  123. package/dist/features/physics/lib/2d/inspection-types.d.ts +159 -0
  124. package/dist/features/physics/lib/2d/math.d.ts +27 -0
  125. package/dist/features/physics/lib/2d/math.js +314 -0
  126. package/dist/features/physics/lib/2d/math.js.map +7 -0
  127. package/dist/features/physics/lib/2d/numeric-policy.d.ts +24 -0
  128. package/dist/features/physics/lib/2d/numeric-policy.js +51 -0
  129. package/dist/features/physics/lib/2d/numeric-policy.js.map +7 -0
  130. package/dist/features/physics/lib/2d/runtime/body-handle.d.ts +148 -0
  131. package/dist/features/physics/lib/2d/runtime/body-handle.js +305 -0
  132. package/dist/features/physics/lib/2d/runtime/body-handle.js.map +7 -0
  133. package/dist/features/physics/lib/2d/runtime/context.d.ts +9 -0
  134. package/dist/features/physics/lib/2d/runtime/context.js +57 -0
  135. package/dist/features/physics/lib/2d/runtime/context.js.map +7 -0
  136. package/dist/features/physics/lib/2d/runtime/controller.d.ts +106 -0
  137. package/dist/features/physics/lib/2d/runtime/controller.js +1317 -0
  138. package/dist/features/physics/lib/2d/runtime/controller.js.map +7 -0
  139. package/dist/features/physics/lib/2d/runtime/descriptors.d.ts +153 -0
  140. package/dist/features/physics/lib/2d/runtime/descriptors.js +526 -0
  141. package/dist/features/physics/lib/2d/runtime/descriptors.js.map +7 -0
  142. package/dist/features/physics/lib/2d/runtime/events.d.ts +56 -0
  143. package/dist/features/physics/lib/2d/runtime/events.js +153 -0
  144. package/dist/features/physics/lib/2d/runtime/events.js.map +7 -0
  145. package/dist/features/physics/lib/2d/runtime/obstacles.d.ts +22 -0
  146. package/dist/features/physics/lib/2d/runtime/obstacles.js +192 -0
  147. package/dist/features/physics/lib/2d/runtime/obstacles.js.map +7 -0
  148. package/dist/features/physics/lib/2d/runtime/ownership.d.ts +41 -0
  149. package/dist/features/physics/lib/2d/runtime/ownership.js +46 -0
  150. package/dist/features/physics/lib/2d/runtime/ownership.js.map +7 -0
  151. package/dist/features/physics/lib/2d/runtime/trace.d.ts +32 -0
  152. package/dist/features/physics/lib/2d/runtime/trace.js +22 -0
  153. package/dist/features/physics/lib/2d/runtime/trace.js.map +7 -0
  154. package/dist/features/physics/lib/2d/runtime/world-component.d.ts +18 -0
  155. package/dist/features/physics/lib/2d/runtime/world-component.js +41 -0
  156. package/dist/features/physics/lib/2d/runtime/world-component.js.map +7 -0
  157. package/dist/features/physics/lib/2d/runtime/world-props.d.ts +16 -0
  158. package/dist/features/physics/lib/2d/shape-records.d.ts +60 -0
  159. package/dist/features/physics/lib/2d/shape-records.js +26 -0
  160. package/dist/features/physics/lib/2d/shape-records.js.map +7 -0
  161. package/dist/features/physics/lib/2d/shapes.d.ts +191 -0
  162. package/dist/features/physics/lib/2d/shapes.js +543 -0
  163. package/dist/features/physics/lib/2d/shapes.js.map +7 -0
  164. package/dist/features/physics/lib/2d/types.d.ts +713 -0
  165. package/dist/features/physics/lib/2d/types.js +1 -0
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  167. package/dist/features/physics/lib/2d/world/broad-phase.d.ts +77 -0
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  170. package/dist/features/physics/lib/2d/world/ccd.d.ts +19 -0
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  173. package/dist/features/physics/lib/2d/world/contact-cache.d.ts +81 -0
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  176. package/dist/features/physics/lib/2d/world/integrator.d.ts +11 -0
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  187. package/dist/features/physics/lib/2d/world/solver.d.ts +58 -0
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  190. package/dist/features/physics/lib/2d/world/storage.d.ts +96 -0
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  196. package/dist/features/physics/lib/shared/signal-inputs.d.ts +5 -0
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  977. package/dist/lib/style/responsive.js.map +7 -0
  978. package/dist/lib/style/types.d.ts +338 -0
  979. package/dist/lib/surface/resolve-surface.d.ts +4 -0
  980. package/dist/lib/surface/resolve-surface.js +184 -0
  981. package/dist/lib/surface/resolve-surface.js.map +7 -0
  982. package/dist/lib/surface/root-surface.d.ts +7 -0
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  984. package/dist/lib/surface/root-surface.js.map +7 -0
  985. package/dist/lib/surface/transform.d.ts +4 -0
  986. package/dist/lib/surface/transform.js +16 -0
  987. package/dist/lib/surface/transform.js.map +7 -0
  988. package/dist/lib/surface/types.d.ts +132 -0
  989. package/dist/lib/teardowns.d.ts +14 -0
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  992. package/dist/lib/textures/texture-protocol.d.ts +124 -0
  993. package/dist/lib/textures/texture-protocol.js +40 -0
  994. package/dist/lib/textures/texture-protocol.js.map +7 -0
  995. package/dist/lib/textures/texture.d.ts +170 -0
  996. package/dist/lib/textures/texture.js +385 -0
  997. package/dist/lib/textures/texture.js.map +7 -0
  998. package/dist/lib/transitions/bifrost.d.ts +47 -0
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  1000. package/dist/lib/transitions/bifrost.js.map +7 -0
  1001. package/dist/lib/transitions/binding.d.ts +14 -0
  1002. package/dist/lib/transitions/binding.js +35 -0
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  1004. package/dist/lib/transitions/capture.d.ts +21 -0
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  1007. package/dist/lib/transitions/common.d.ts +130 -0
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  1016. package/dist/lib/transitions/embers.d.ts +67 -0
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  1018. package/dist/lib/transitions/embers.js.map +7 -0
  1019. package/dist/lib/transitions/fade.d.ts +41 -0
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  1024. package/dist/lib/transitions/hologram.js.map +7 -0
  1025. package/dist/lib/transitions/wasm/bifrost-bytes.d.ts +1 -0
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  1059. package/dist/lib/util/push-clipping-path.d.ts +6 -0
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  1067. package/dist/types.js.map +7 -0
  1068. package/dist/types.mjs +1 -0
  1069. package/package.json +149 -0
@@ -0,0 +1,322 @@
1
+ import { defineTexture } from "@pibbl/core";
2
+ import { validateSeed } from "./palette.js";
3
+ const MAX_DROPS = 256;
4
+ function bounded(value, name, maximum) {
5
+ if (!Number.isFinite(value) || value < 0 || value > maximum) throw new RangeError(`Rain ${name} must be finite and within [0, ${maximum}].`);
6
+ return value;
7
+ }
8
+ function options(input) {
9
+ const initialDrops = bounded(input.initialDrops ?? 100, "initialDrops", MAX_DROPS);
10
+ if (!Number.isInteger(initialDrops)) throw new RangeError("Rain initialDrops must be an integer.");
11
+ return {
12
+ seed: validateSeed(input.seed ?? 7),
13
+ rainRate: bounded(input.rainRate ?? 24, "rainRate", 120),
14
+ gravity: bounded(input.gravity ?? 1, "gravity", 10),
15
+ initialDrops,
16
+ paused: input.paused ?? false,
17
+ condensation: bounded(input.condensation ?? 0, "condensation", 1),
18
+ trailPersistence: bounded(input.trailPersistence ?? 8, "trailPersistence", 60),
19
+ trailStrength: bounded(input.trailStrength ?? 0.65, "trailStrength", 1),
20
+ irregularity: bounded(input.irregularity ?? 0.8, "irregularity", 1)
21
+ };
22
+ }
23
+ function assertMap(context) {
24
+ if (context.palette !== void 0) throw new TypeError("rainDrops is a numeric displacement map and does not accept a palette.");
25
+ }
26
+ function random(state) {
27
+ state.random = Math.imul(state.random, 1664525) + 1013904223 >>> 0;
28
+ return state.random / 4294967296;
29
+ }
30
+ function spawn(state, context) {
31
+ if (state.drops.length >= MAX_DROPS) return;
32
+ const side = Math.min(context.canvas.width, context.canvas.height);
33
+ state.drops.push({ x: random(state) * context.canvas.width / side, y: random(state) * context.canvas.height / side, radius: 5e-3 + random(state) ** 2 * 0.015, vx: 0, vy: 0, phase: random(state) * Math.PI * 2 });
34
+ }
35
+ function reset(state, context) {
36
+ state.finger = void 0;
37
+ state.random = state.config.seed;
38
+ state.drops = [];
39
+ state.births = 0;
40
+ state.fresh = true;
41
+ state.film.fill(1);
42
+ state.trails.fill(0);
43
+ state.fieldActive = false;
44
+ for (let i = 0; i < state.grain.length; i++) {
45
+ let value = Math.imul(i + 1, 73244475) ^ state.config.seed;
46
+ value = Math.imul(value ^ value >>> 16, 73244475);
47
+ state.grain[i] = ((value ^ value >>> 16) >>> 0) / 4294967296;
48
+ }
49
+ for (let i = 0; i < state.config.initialDrops; i++) spawn(state, context);
50
+ }
51
+ function merge(drops) {
52
+ for (let i = 0; i < drops.length; i++) {
53
+ const a = drops[i];
54
+ for (let j = i + 1; j < drops.length; j++) {
55
+ const b = drops[j];
56
+ if (Math.hypot(a.x - b.x, a.y - b.y) >= a.radius + b.radius) continue;
57
+ const av = a.radius ** 3, bv = b.radius ** 3, volume = av + bv;
58
+ a.x = (a.x * av + b.x * bv) / volume;
59
+ a.y = (a.y * av + b.y * bv) / volume;
60
+ a.vx = (a.vx * av + b.vx * bv) / volume;
61
+ a.vy = (a.vy * av + b.vy * bv) / volume;
62
+ a.radius = Math.cbrt(volume);
63
+ drops.splice(j--, 1);
64
+ }
65
+ }
66
+ }
67
+ function active(state) {
68
+ return state.fieldActive || state.config.rainRate > 0 || state.drops.some((d) => state.config.gravity > 0 && d.radius > 0.012 || Math.abs(d.vx) + Math.abs(d.vy) > 1e-4);
69
+ }
70
+ function schedule(state, context) {
71
+ if (!state.paused && active(state)) context.requestFrame();
72
+ }
73
+ function sweep(state, drop, oldX, oldY, context) {
74
+ const { width, height } = context.canvas, side = Math.min(width, height);
75
+ const ax = oldX * side, ay = oldY * side, bx = drop.x * side, by = drop.y * side;
76
+ const dx = bx - ax, dy = by - ay, length2 = dx * dx + dy * dy;
77
+ if (length2 < 1e-6) return;
78
+ const radius = Math.max(1, drop.radius * side * 1.1);
79
+ let collected = 0;
80
+ for (let y = Math.max(0, Math.floor(Math.min(ay, by) - radius)); y < Math.min(height, Math.ceil(Math.max(ay, by) + radius)); y++) {
81
+ for (let x = Math.max(0, Math.floor(Math.min(ax, bx) - radius)); x < Math.min(width, Math.ceil(Math.max(ax, bx) + radius)); x++) {
82
+ const t = Math.max(0, Math.min(1, ((x + 0.5 - ax) * dx + (y + 0.5 - ay) * dy) / length2));
83
+ const distance = Math.hypot(x + 0.5 - ax - t * dx, y + 0.5 - ay - t * dy) / radius;
84
+ if (distance >= 1) continue;
85
+ const i = y * width + x;
86
+ const remaining = Math.max(0, Math.min(1, (distance - 0.7) / 0.3));
87
+ const removed = Math.max(0, state.film[i] - remaining);
88
+ collected += removed;
89
+ state.film[i] = Math.min(state.film[i], remaining);
90
+ const neck = 0.18 + 0.12 * Math.sin(y * 0.7 + drop.phase);
91
+ const bead = Math.pow(state.grain[i], 7);
92
+ const residual = Math.max(0, 1 - distance / (neck + bead * 0.6));
93
+ state.trails[i] = Math.max(state.trails[i], residual * (45e-5 + bead * 18e-4) * state.config.trailStrength);
94
+ }
95
+ }
96
+ drop.radius = Math.cbrt(drop.radius ** 3 + collected / (side * side) * state.config.condensation * 2e-4);
97
+ state.fieldActive = true;
98
+ }
99
+ function makeReleaseRoom(drops) {
100
+ if (drops.length < MAX_DROPS) return;
101
+ let first = 0, second = 1, nearest = Infinity;
102
+ for (let i = 0; i < drops.length; i++) for (let j = i + 1; j < drops.length; j++) {
103
+ const distance = Math.hypot(drops[i].x - drops[j].x, drops[i].y - drops[j].y);
104
+ if (distance < nearest) {
105
+ nearest = distance;
106
+ first = i;
107
+ second = j;
108
+ }
109
+ }
110
+ const a = drops[first], b = drops[second], av = a.radius ** 3, bv = b.radius ** 3, volume = av + bv;
111
+ a.x = (a.x * av + b.x * bv) / volume;
112
+ a.y = (a.y * av + b.y * bv) / volume;
113
+ a.vx = (a.vx * av + b.vx * bv) / volume;
114
+ a.vy = (a.vy * av + b.vy * bv) / volume;
115
+ a.radius = Math.cbrt(volume);
116
+ drops.splice(second, 1);
117
+ }
118
+ function wipeFinger(state, oldX, oldY, context) {
119
+ const finger = state.finger;
120
+ if (!finger) return;
121
+ const { width, height } = context.canvas, side = Math.min(width, height);
122
+ const dx = finger.x - oldX, dy = finger.y - oldY, length2 = dx * dx + dy * dy;
123
+ const distance = (x, y) => {
124
+ const t = length2 === 0 ? 0 : Math.max(0, Math.min(1, ((x - oldX) * dx + (y - oldY) * dy) / length2));
125
+ return Math.hypot(x - oldX - t * dx, y - oldY - t * dy);
126
+ };
127
+ let volume = finger.drop ? finger.drop.radius ** 3 : 0;
128
+ for (let i = state.drops.length - 1; i >= 0; i--) {
129
+ const drop = state.drops[i];
130
+ if (distance(drop.x, drop.y) > finger.radius + drop.radius * 1.3) continue;
131
+ volume += drop.radius ** 3;
132
+ state.drops.splice(i, 1);
133
+ }
134
+ for (let y = Math.max(0, Math.floor((Math.min(oldY, finger.y) - finger.radius) * side)); y < Math.min(height, Math.ceil((Math.max(oldY, finger.y) + finger.radius) * side)); y++) {
135
+ for (let x = Math.max(0, Math.floor((Math.min(oldX, finger.x) - finger.radius) * side)); x < Math.min(width, Math.ceil((Math.max(oldX, finger.x) + finger.radius) * side)); x++) {
136
+ const coverage = Math.max(0, Math.min(1, (1 - distance((x + 0.5) / side, (y + 0.5) / side) / finger.radius) / 0.15));
137
+ if (coverage === 0) continue;
138
+ const i = y * width + x, remaining = 1 - coverage;
139
+ const removedFilm = Math.max(0, state.film[i] - remaining);
140
+ const removedTrail = state.trails[i] * coverage;
141
+ volume += (removedFilm * state.config.condensation * 2e-4 + removedTrail) / (side * side);
142
+ state.film[i] = Math.min(state.film[i], remaining);
143
+ state.trails[i] -= removedTrail;
144
+ }
145
+ }
146
+ if (volume > 0) {
147
+ finger.drop ??= { x: finger.x, y: finger.y, radius: 0, vx: 0, vy: 0, phase: 0 };
148
+ finger.drop.x = finger.x;
149
+ finger.drop.y = finger.y;
150
+ finger.drop.radius = Math.cbrt(volume);
151
+ }
152
+ state.fieldActive = true;
153
+ }
154
+ function recoverFilm(state, elapsed) {
155
+ if (!state.fieldActive) return;
156
+ const retention = state.config.trailPersistence === 0 ? 0 : Math.exp(-elapsed / state.config.trailPersistence);
157
+ let active2 = false;
158
+ for (let i = 0; i < state.film.length; i++) {
159
+ const missing = (1 - state.film[i]) * retention;
160
+ state.film[i] = missing < 2e-3 ? 1 : 1 - missing;
161
+ const trail = state.trails[i] * retention;
162
+ state.trails[i] = trail < 5e-6 ? 0 : trail;
163
+ active2 ||= state.film[i] < 1 || state.trails[i] > 0;
164
+ }
165
+ state.fieldActive = active2;
166
+ }
167
+ const recipe = defineTexture({
168
+ create(context, input) {
169
+ assertMap(context);
170
+ const config = options(input);
171
+ const cells = context.canvas.width * context.canvas.height;
172
+ const state = { film: new Float32Array(cells), trails: new Float32Array(cells), surface: new Float32Array(cells), grain: new Float32Array(cells), fieldActive: false, config, drops: [], random: config.seed, births: 0, paused: config.paused, fresh: true, image: context.canvas.getContext("2d").createImageData(context.canvas.width, context.canvas.height) };
173
+ reset(state, context);
174
+ schedule(state, context);
175
+ return state;
176
+ },
177
+ update(state, input, context) {
178
+ assertMap(context);
179
+ const next = options(input), previous = state.config;
180
+ state.config = next;
181
+ if (next.condensation !== previous.condensation || next.irregularity !== previous.irregularity || next.trailStrength !== previous.trailStrength) context.invalidate();
182
+ if (next.paused !== previous.paused) {
183
+ state.paused = next.paused;
184
+ state.fresh = true;
185
+ }
186
+ if (next.rainRate !== previous.rainRate || next.gravity !== previous.gravity) state.fresh = true;
187
+ if (next.seed !== previous.seed || next.initialDrops !== previous.initialDrops) {
188
+ reset(state, context);
189
+ context.invalidate();
190
+ }
191
+ schedule(state, context);
192
+ },
193
+ receive(state, message, context) {
194
+ if (message.type === "pause") {
195
+ state.paused = message.paused;
196
+ state.fresh = true;
197
+ } else if (message.type === "reset") {
198
+ reset(state, context);
199
+ context.invalidate();
200
+ } else if (message.type === "finger") {
201
+ const x = bounded(message.x, "finger x", 1), y = bounded(message.y, "finger y", 1);
202
+ const radius = bounded(message.radius ?? 0.045, "finger radius", 2);
203
+ if (radius === 0) throw new RangeError("Rain finger radius must be positive.");
204
+ const side = Math.min(context.canvas.width, context.canvas.height);
205
+ const nextX = x * context.canvas.width / side, nextY = y * context.canvas.height / side;
206
+ const oldX = state.finger?.x ?? nextX, oldY = state.finger?.y ?? nextY;
207
+ state.finger ??= { x: nextX, y: nextY, radius };
208
+ state.finger.x = nextX;
209
+ state.finger.y = nextY;
210
+ state.finger.radius = radius;
211
+ wipeFinger(state, oldX, oldY, context);
212
+ context.invalidate();
213
+ } else if (message.type === "release") {
214
+ if (state.finger?.drop) {
215
+ makeReleaseRoom(state.drops);
216
+ state.drops.push(state.finger.drop);
217
+ }
218
+ state.finger = void 0;
219
+ context.invalidate();
220
+ } else if (message.type === "nudge") {
221
+ const x = bounded(message.x, "nudge x", 1), y = bounded(message.y, "nudge y", 1);
222
+ const radius = bounded(message.radius ?? 0.12, "nudge radius", 2);
223
+ if (radius === 0) throw new RangeError("Rain nudge radius must be positive.");
224
+ for (const delta of [message.dx, message.dy]) if (!Number.isFinite(delta) || Math.abs(delta) > 1) throw new RangeError("Rain nudge movement must be finite and within [-1, 1].");
225
+ if (message.dx === 0 && message.dy === 0) return;
226
+ const side = Math.min(context.canvas.width, context.canvas.height);
227
+ const width = context.canvas.width / side, height = context.canvas.height / side;
228
+ for (const drop of state.drops) {
229
+ const distance = Math.hypot(drop.x - x * width, drop.y - y * height);
230
+ const weight = Math.max(0, 1 - distance / radius) ** 2;
231
+ const oldX = drop.x, oldY = drop.y;
232
+ drop.x = Math.max(0, Math.min(width, drop.x + message.dx * width * weight));
233
+ drop.y = Math.max(0, Math.min(height, drop.y + message.dy * height * weight));
234
+ sweep(state, drop, oldX, oldY, context);
235
+ drop.vx += message.dx * width * weight * 3;
236
+ drop.vy += message.dy * height * weight * 3;
237
+ }
238
+ merge(state.drops);
239
+ context.invalidate();
240
+ } else throw new TypeError("Unknown rain drop message.");
241
+ schedule(state, context);
242
+ },
243
+ advance(state, frame, context) {
244
+ if (state.paused) return;
245
+ if (state.fresh) state.fresh = false;
246
+ else {
247
+ const elapsed = Math.min(frame.delta / 1e3, 0.05);
248
+ recoverFilm(state, elapsed);
249
+ const steps = Math.max(1, Math.ceil(elapsed * 120)), dt = elapsed / steps;
250
+ const side = Math.min(context.canvas.width, context.canvas.height);
251
+ for (let step = 0; step < steps; step++) {
252
+ state.births += state.config.rainRate * dt;
253
+ while (state.births >= 1) {
254
+ spawn(state, context);
255
+ state.births--;
256
+ }
257
+ for (const drop of state.drops) {
258
+ const slide = Math.max(0, drop.radius / 0.012 - 1);
259
+ const oldX = drop.x, oldY = drop.y;
260
+ drop.vx += Math.sin(drop.y * 85 + drop.phase) * slide * state.config.gravity * state.config.irregularity * 0.09 * dt;
261
+ drop.vy += state.config.gravity * slide * 0.3 * dt;
262
+ drop.vx *= Math.exp(-7 * dt);
263
+ drop.vy *= Math.exp(-3 * dt);
264
+ if (Math.abs(drop.vx) < 5e-5) drop.vx = 0;
265
+ if (Math.abs(drop.vy) < 5e-5) drop.vy = 0;
266
+ drop.x += drop.vx * dt;
267
+ drop.y += drop.vy * dt;
268
+ sweep(state, drop, oldX, oldY, context);
269
+ }
270
+ merge(state.drops);
271
+ state.drops = state.drops.filter((d) => d.y - d.radius < context.canvas.height / side && d.y + d.radius > 0 && d.x + d.radius > 0 && d.x - d.radius < context.canvas.width / side);
272
+ }
273
+ if (state.finger) wipeFinger(state, state.finger.x, state.finger.y, context);
274
+ context.invalidate();
275
+ }
276
+ schedule(state, context);
277
+ },
278
+ rasterize(state, context) {
279
+ const { width, height } = context.canvas, side = Math.min(width, height);
280
+ const data = state.image.data, surface = state.surface;
281
+ for (let i = 0; i < surface.length; i++) {
282
+ surface[i] = state.trails[i] + state.grain[i] * 18e-5 * state.config.condensation * state.film[i];
283
+ }
284
+ const visibleDrops = state.finger?.drop ? [...state.drops, state.finger.drop] : state.drops;
285
+ for (const drop of visibleDrops) {
286
+ const stretch = 1 + Math.min(1.3, Math.abs(drop.vy) * 3);
287
+ const rx = drop.radius * side / Math.sqrt(stretch), ry = drop.radius * side * stretch;
288
+ const cx = drop.x * side, cy = drop.y * side;
289
+ const extent = 1.3;
290
+ for (let y = Math.max(0, Math.floor(cy - ry * extent)); y < Math.min(height, Math.ceil(cy + ry * extent)); y++) {
291
+ for (let x = Math.max(0, Math.floor(cx - rx * extent)); x < Math.min(width, Math.ceil(cx + rx * extent)); x++) {
292
+ const ny = (y + 0.5 - cy) / ry;
293
+ const nx = (x + 0.5 - cx) / rx - state.config.irregularity * 0.09 * Math.sin(ny * 3 + drop.phase);
294
+ const angle = Math.atan2(ny, nx);
295
+ const edge = 1 + state.config.irregularity * (0.12 * Math.sin(angle * 3 + drop.phase) + 0.07 * Math.sin(angle * 5 - drop.phase));
296
+ const r2 = (nx * nx + ny * ny) / (edge * edge);
297
+ if (r2 >= 1) continue;
298
+ const i = y * width + x;
299
+ surface[i] = Math.max(surface[i], drop.radius * Math.sqrt(1 - r2));
300
+ }
301
+ }
302
+ }
303
+ for (let y = 0; y < height; y++) for (let x = 0; x < width; x++) {
304
+ const i = y * width + x, index = i * 4;
305
+ const dx = (surface[y * width + Math.min(width - 1, x + 1)] - surface[y * width + Math.max(0, x - 1)]) * side * 0.5;
306
+ const dy = (surface[Math.min(height - 1, y + 1) * width + x] - surface[Math.max(0, y - 1) * width + x]) * side * 0.5;
307
+ data[index] = Math.round(128 + Math.max(-1, Math.min(1, dx)) * 110);
308
+ data[index + 1] = Math.round(128 + Math.max(-1, Math.min(1, dy)) * 110);
309
+ const droplet = Math.min(1, Math.max(0, (surface[i] - 1e-3) * 1500));
310
+ data[index + 2] = Math.round(255 * state.config.condensation * state.film[i] * (0.8 + state.grain[i] * 0.2) * (1 - droplet));
311
+ data[index + 3] = state.config.condensation > 0 ? 255 : Math.round(Math.min(1, surface[i] * side * 2) * 255);
312
+ }
313
+ context.canvas.getContext("2d").putImageData(state.image, 0, 0);
314
+ }
315
+ });
316
+ function rainDrops(options2 = {}) {
317
+ return recipe(options2);
318
+ }
319
+ export {
320
+ rainDrops
321
+ };
322
+ //# sourceMappingURL=rain-drops.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../../../../src/features/textures/lib/rain-drops.ts"],
4
+ "sourcesContent": ["import { defineTexture, type TextureContext, type TextureRecipe } from \"@pibbl/core\";\nimport { validateSeed } from \"./palette.js\";\n\n/**\n * Rain rate, gravity, initial drops, condensation, trail, and outline controls for a raindrop texture.\n *\n * @see {@link rainDrops}\n */\nexport interface RainDropsOptions {\n /**\n * Seed used for deterministic sampling or simulation initialization. See\n * {@link RainDropsOptions}.\n */\n readonly seed?: number;\n /** New beads per second, from 0 through 120. */\n readonly rainRate?: number;\n /** Downward acceleration multiplier, from 0 through 10. */\n readonly gravity?: number;\n /** Number of drops seeded before continuous rain starts. See {@link RainDropsOptions}. */\n readonly initialDrops?: number;\n /** Whether simulation or playback advancement is suspended. See {@link RainDropsOptions}. */\n readonly paused?: boolean;\n /** Fine droplet film coverage, from 0 (clear) through 1 (mist). */\n readonly condensation?: number;\n /** Seconds controlling trail drying and condensation recovery, from 0 through 60. */\n readonly trailPersistence?: number;\n /** Residual water left behind a moving drop, from 0 through 1. */\n readonly trailStrength?: number;\n /** Outline and path variation, from 0 (smooth) through 1. */\n readonly irregularity?: number;\n}\n\n/**\n * Pause, reset, finger-wipe, release, and localized nudge commands for a raindrop texture.\n *\n * @see {@link rainDrops}\n */\nexport type RainDropsMessage =\n | {\n /** The literal \"pause\" identifying this variant. See {@link RainDropsMessage}. */\n readonly type: \"pause\";\n /** Whether simulation or playback advancement is suspended. See {@link RainDropsMessage}. */\n readonly paused: boolean;\n }\n | {\n /** The literal \"reset\" identifying this variant. See {@link RainDropsMessage}. */\n readonly type: \"reset\";\n }\n /** Begin or move one finger contact; successive positions wipe a continuous path. */\n | {\n /** The literal \"finger\" identifying this variant. See {@link RainDropsMessage}. */\n readonly type: \"finger\";\n /**\n * Horizontal coordinate or displacement in the containing coordinate system. See\n * {@link RainDropsMessage}.\n */\n readonly x: number;\n /**\n * Vertical coordinate or displacement in the containing coordinate system. See\n * {@link RainDropsMessage}.\n */\n readonly y: number;\n /** Radius in the coordinate system of this geometry or effect. See {@link RainDropsMessage}. */\n readonly radius?: number;\n }\n | {\n /** The literal \"release\" identifying this variant. See {@link RainDropsMessage}. */\n readonly type: \"release\";\n }\n /** Center and movement use normalized width/height; radius uses the shorter side. */\n | {\n /** The literal \"nudge\" identifying this variant. See {@link RainDropsMessage}. */\n readonly type: \"nudge\";\n /**\n * Horizontal coordinate or displacement in the containing coordinate system. See\n * {@link RainDropsMessage}.\n */\n readonly x: number;\n /**\n * Vertical coordinate or displacement in the containing coordinate system. See\n * {@link RainDropsMessage}.\n */\n readonly y: number;\n /** Horizontal displacement applied by the interaction. See {@link RainDropsMessage}. */\n readonly dx: number;\n /** Vertical displacement applied by the interaction. See {@link RainDropsMessage}. */\n readonly dy: number;\n /** Radius in the coordinate system of this geometry or effect. See {@link RainDropsMessage}. */\n readonly radius?: number;\n };\n\ninterface Drop { x: number; y: number; radius: number; vx: number; vy: number; phase: number }\ninterface Config { seed: number; rainRate: number; gravity: number; initialDrops: number; paused: boolean; condensation: number; trailPersistence: number; trailStrength: number; irregularity: number }\ninterface State {\n finger?: { x: number; y: number; radius: number; drop?: Drop };\n config: Config;\n drops: Drop[];\n random: number;\n births: number;\n paused: boolean;\n fresh: boolean;\n image: ImageData;\n film: Float32Array;\n trails: Float32Array;\n surface: Float32Array;\n grain: Float32Array;\n fieldActive: boolean;\n}\nconst MAX_DROPS = 256;\n\nfunction bounded(value: number, name: string, maximum: number): number {\n if (!Number.isFinite(value) || value < 0 || value > maximum) throw new RangeError(`Rain ${name} must be finite and within [0, ${maximum}].`);\n return value;\n}\nfunction options(input: RainDropsOptions): Config {\n const initialDrops = bounded(input.initialDrops ?? 100, \"initialDrops\", MAX_DROPS);\n if (!Number.isInteger(initialDrops)) throw new RangeError(\"Rain initialDrops must be an integer.\");\n return { seed: validateSeed(input.seed ?? 7), rainRate: bounded(input.rainRate ?? 24, \"rainRate\", 120), gravity: bounded(input.gravity ?? 1, \"gravity\", 10), initialDrops, paused: input.paused ?? false,\n condensation: bounded(input.condensation ?? 0, \"condensation\", 1),\n trailPersistence: bounded(input.trailPersistence ?? 8, \"trailPersistence\", 60),\n trailStrength: bounded(input.trailStrength ?? 0.65, \"trailStrength\", 1),\n irregularity: bounded(input.irregularity ?? 0.8, \"irregularity\", 1) };\n}\nfunction assertMap(context: TextureContext): void {\n if (context.palette !== undefined) throw new TypeError(\"rainDrops is a numeric displacement map and does not accept a palette.\");\n}\nfunction random(state: State): number {\n state.random = (Math.imul(state.random, 1664525) + 1013904223) >>> 0;\n return state.random / 4294967296;\n}\nfunction spawn(state: State, context: TextureContext): void {\n if (state.drops.length >= MAX_DROPS) return;\n const side = Math.min(context.canvas.width, context.canvas.height);\n state.drops.push({ x: random(state) * context.canvas.width / side, y: random(state) * context.canvas.height / side, radius: 0.005 + random(state) ** 2 * 0.015, vx: 0, vy: 0, phase: random(state) * Math.PI * 2 });\n}\nfunction reset(state: State, context: TextureContext): void {\n state.finger = undefined;\n state.random = state.config.seed; state.drops = []; state.births = 0; state.fresh = true;\n state.film.fill(1); state.trails.fill(0); state.fieldActive = false;\n for (let i = 0; i < state.grain.length; i++) {\n let value = Math.imul(i + 1, 0x45d9f3b) ^ state.config.seed;\n value = Math.imul(value ^ (value >>> 16), 0x45d9f3b);\n state.grain[i] = ((value ^ (value >>> 16)) >>> 0) / 4294967296;\n }\n for (let i = 0; i < state.config.initialDrops; i++) spawn(state, context);\n}\n/** Coalescence conserves volume and volume-weighted position/momentum. */\nfunction merge(drops: Drop[]): void {\n for (let i = 0; i < drops.length; i++) {\n const a = drops[i];\n for (let j = i + 1; j < drops.length; j++) {\n const b = drops[j];\n if (Math.hypot(a.x - b.x, a.y - b.y) >= a.radius + b.radius) continue;\n const av = a.radius ** 3, bv = b.radius ** 3, volume = av + bv;\n a.x = (a.x * av + b.x * bv) / volume; a.y = (a.y * av + b.y * bv) / volume;\n a.vx = (a.vx * av + b.vx * bv) / volume; a.vy = (a.vy * av + b.vy * bv) / volume;\n a.radius = Math.cbrt(volume);\n drops.splice(j--, 1);\n }\n }\n}\nfunction active(state: State): boolean {\n return state.fieldActive || state.config.rainRate > 0 || state.drops.some(d => (state.config.gravity > 0 && d.radius > 0.012) || Math.abs(d.vx) + Math.abs(d.vy) > 0.0001);\n}\nfunction schedule(state: State, context: TextureContext): void {\n if (!state.paused && active(state)) context.requestFrame();\n}\n\n/** Sweep the actual drop footprint, collecting film and leaving a beaded residual trail. */\nfunction sweep(state: State, drop: Drop, oldX: number, oldY: number, context: TextureContext): void {\n const { width, height } = context.canvas, side = Math.min(width, height);\n const ax = oldX * side, ay = oldY * side, bx = drop.x * side, by = drop.y * side;\n const dx = bx - ax, dy = by - ay, length2 = dx * dx + dy * dy;\n if (length2 < 0.000001) return;\n const radius = Math.max(1, drop.radius * side * 1.1);\n let collected = 0;\n for (let y = Math.max(0, Math.floor(Math.min(ay, by) - radius)); y < Math.min(height, Math.ceil(Math.max(ay, by) + radius)); y++) {\n for (let x = Math.max(0, Math.floor(Math.min(ax, bx) - radius)); x < Math.min(width, Math.ceil(Math.max(ax, bx) + radius)); x++) {\n const t = Math.max(0, Math.min(1, ((x + 0.5 - ax) * dx + (y + 0.5 - ay) * dy) / length2));\n const distance = Math.hypot(x + 0.5 - ax - t * dx, y + 0.5 - ay - t * dy) / radius;\n if (distance >= 1) continue;\n const i = y * width + x;\n const remaining = Math.max(0, Math.min(1, (distance - 0.7) / 0.3));\n const removed = Math.max(0, state.film[i] - remaining);\n collected += removed;\n state.film[i] = Math.min(state.film[i], remaining);\n // Spatially stable necks and beads avoid frame-rate-dependent trail stamping.\n const neck = 0.18 + 0.12 * Math.sin(y * 0.7 + drop.phase);\n const bead = Math.pow(state.grain[i], 7);\n const residual = Math.max(0, 1 - distance / (neck + bead * 0.6));\n state.trails[i] = Math.max(state.trails[i], residual * (0.00045 + bead * 0.0018) * state.config.trailStrength);\n }\n }\n // Film volume is swept area times a small effective thickness.\n drop.radius = Math.cbrt(drop.radius ** 3 + collected / (side * side) * state.config.condensation * 0.0002);\n state.fieldActive = true;\n}\n\n/** At capacity, coalesce the closest free beads before releasing newly gathered water. */\nfunction makeReleaseRoom(drops: Drop[]): void {\n if (drops.length < MAX_DROPS) return;\n let first = 0, second = 1, nearest = Infinity;\n for (let i = 0; i < drops.length; i++) for (let j = i + 1; j < drops.length; j++) {\n const distance = Math.hypot(drops[i].x - drops[j].x, drops[i].y - drops[j].y);\n if (distance < nearest) { nearest = distance; first = i; second = j; }\n }\n const a = drops[first], b = drops[second], av = a.radius ** 3, bv = b.radius ** 3, volume = av + bv;\n a.x = (a.x * av + b.x * bv) / volume; a.y = (a.y * av + b.y * bv) / volume;\n a.vx = (a.vx * av + b.vx * bv) / volume; a.vy = (a.vy * av + b.vy * bv) / volume;\n a.radius = Math.cbrt(volume); drops.splice(second, 1);\n}\n\n/** A finger removes film and residual water, and carries intersected beads without inertia. */\nfunction wipeFinger(state: State, oldX: number, oldY: number, context: TextureContext): void {\n const finger = state.finger;\n if (!finger) return;\n const { width, height } = context.canvas, side = Math.min(width, height);\n const dx = finger.x - oldX, dy = finger.y - oldY, length2 = dx * dx + dy * dy;\n const distance = (x: number, y: number): number => {\n const t = length2 === 0 ? 0 : Math.max(0, Math.min(1, ((x - oldX) * dx + (y - oldY) * dy) / length2));\n return Math.hypot(x - oldX - t * dx, y - oldY - t * dy);\n };\n let volume = finger.drop ? finger.drop.radius ** 3 : 0;\n for (let i = state.drops.length - 1; i >= 0; i--) {\n const drop = state.drops[i];\n if (distance(drop.x, drop.y) > finger.radius + drop.radius * 1.3) continue;\n volume += drop.radius ** 3;\n state.drops.splice(i, 1);\n }\n for (let y = Math.max(0, Math.floor((Math.min(oldY, finger.y) - finger.radius) * side)); y < Math.min(height, Math.ceil((Math.max(oldY, finger.y) + finger.radius) * side)); y++) {\n for (let x = Math.max(0, Math.floor((Math.min(oldX, finger.x) - finger.radius) * side)); x < Math.min(width, Math.ceil((Math.max(oldX, finger.x) + finger.radius) * side)); x++) {\n const coverage = Math.max(0, Math.min(1, (1 - distance((x + 0.5) / side, (y + 0.5) / side) / finger.radius) / 0.15));\n if (coverage === 0) continue;\n const i = y * width + x, remaining = 1 - coverage;\n const removedFilm = Math.max(0, state.film[i] - remaining);\n const removedTrail = state.trails[i] * coverage;\n volume += (removedFilm * state.config.condensation * 0.0002 + removedTrail) / (side * side);\n state.film[i] = Math.min(state.film[i], remaining);\n state.trails[i] -= removedTrail;\n }\n }\n if (volume > 0) {\n finger.drop ??= { x: finger.x, y: finger.y, radius: 0, vx: 0, vy: 0, phase: 0 };\n finger.drop.x = finger.x; finger.drop.y = finger.y; finger.drop.radius = Math.cbrt(volume);\n }\n state.fieldActive = true;\n}\n\nfunction recoverFilm(state: State, elapsed: number): void {\n if (!state.fieldActive) return;\n const retention = state.config.trailPersistence === 0 ? 0 : Math.exp(-elapsed / state.config.trailPersistence);\n let active = false;\n for (let i = 0; i < state.film.length; i++) {\n const missing = (1 - state.film[i]) * retention;\n state.film[i] = missing < 0.002 ? 1 : 1 - missing;\n const trail = state.trails[i] * retention;\n state.trails[i] = trail < 0.000005 ? 0 : trail;\n active ||= state.film[i] < 1 || state.trails[i] > 0;\n }\n state.fieldActive = active;\n}\n\nconst recipe = defineTexture<RainDropsOptions, State, RainDropsMessage>({\n create(context, input) {\n assertMap(context);\n const config = options(input);\n const cells = context.canvas.width * context.canvas.height;\n const state: State = { film: new Float32Array(cells), trails: new Float32Array(cells), surface: new Float32Array(cells), grain: new Float32Array(cells), fieldActive: false, config, drops: [], random: config.seed, births: 0, paused: config.paused, fresh: true, image: context.canvas.getContext(\"2d\")!.createImageData(context.canvas.width, context.canvas.height) };\n reset(state, context); schedule(state, context); return state;\n },\n update(state, input, context) {\n assertMap(context);\n const next = options(input), previous = state.config;\n state.config = next;\n if (next.condensation !== previous.condensation || next.irregularity !== previous.irregularity || next.trailStrength !== previous.trailStrength) context.invalidate();\n if (next.paused !== previous.paused) { state.paused = next.paused; state.fresh = true; }\n if (next.rainRate !== previous.rainRate || next.gravity !== previous.gravity) state.fresh = true;\n if (next.seed !== previous.seed || next.initialDrops !== previous.initialDrops) { reset(state, context); context.invalidate(); }\n schedule(state, context);\n },\n receive(state, message, context) {\n if (message.type === \"pause\") { state.paused = message.paused; state.fresh = true; }\n else if (message.type === \"reset\") { reset(state, context); context.invalidate(); }\n else if (message.type === \"finger\") {\n const x = bounded(message.x, \"finger x\", 1), y = bounded(message.y, \"finger y\", 1);\n const radius = bounded(message.radius ?? 0.045, \"finger radius\", 2);\n if (radius === 0) throw new RangeError(\"Rain finger radius must be positive.\");\n const side = Math.min(context.canvas.width, context.canvas.height);\n const nextX = x * context.canvas.width / side, nextY = y * context.canvas.height / side;\n const oldX = state.finger?.x ?? nextX, oldY = state.finger?.y ?? nextY;\n state.finger ??= { x: nextX, y: nextY, radius };\n state.finger.x = nextX; state.finger.y = nextY; state.finger.radius = radius;\n wipeFinger(state, oldX, oldY, context); context.invalidate();\n }\n else if (message.type === \"release\") {\n if (state.finger?.drop) { makeReleaseRoom(state.drops); state.drops.push(state.finger.drop); }\n state.finger = undefined; context.invalidate();\n }\n else if (message.type === \"nudge\") {\n const x = bounded(message.x, \"nudge x\", 1), y = bounded(message.y, \"nudge y\", 1);\n const radius = bounded(message.radius ?? 0.12, \"nudge radius\", 2);\n if (radius === 0) throw new RangeError(\"Rain nudge radius must be positive.\");\n for (const delta of [message.dx, message.dy]) if (!Number.isFinite(delta) || Math.abs(delta) > 1) throw new RangeError(\"Rain nudge movement must be finite and within [-1, 1].\");\n if (message.dx === 0 && message.dy === 0) return;\n const side = Math.min(context.canvas.width, context.canvas.height);\n const width = context.canvas.width / side, height = context.canvas.height / side;\n for (const drop of state.drops) {\n const distance = Math.hypot(drop.x - x * width, drop.y - y * height);\n const weight = Math.max(0, 1 - distance / radius) ** 2;\n const oldX = drop.x, oldY = drop.y;\n drop.x = Math.max(0, Math.min(width, drop.x + message.dx * width * weight));\n drop.y = Math.max(0, Math.min(height, drop.y + message.dy * height * weight));\n sweep(state, drop, oldX, oldY, context);\n drop.vx += message.dx * width * weight * 3; drop.vy += message.dy * height * weight * 3;\n }\n merge(state.drops); context.invalidate();\n } else throw new TypeError(\"Unknown rain drop message.\");\n schedule(state, context);\n },\n advance(state, frame, context) {\n if (state.paused) return;\n if (state.fresh) state.fresh = false;\n else {\n // Bounded substeps prevent tab suspension from creating a rainfall burst.\n const elapsed = Math.min(frame.delta / 1000, 0.05);\n recoverFilm(state, elapsed);\n const steps = Math.max(1, Math.ceil(elapsed * 120)), dt = elapsed / steps;\n const side = Math.min(context.canvas.width, context.canvas.height);\n for (let step = 0; step < steps; step++) {\n state.births += state.config.rainRate * dt;\n while (state.births >= 1) { spawn(state, context); state.births--; }\n for (const drop of state.drops) {\n const slide = Math.max(0, drop.radius / 0.012 - 1);\n const oldX = drop.x, oldY = drop.y;\n drop.vx += Math.sin(drop.y * 85 + drop.phase) * slide * state.config.gravity * state.config.irregularity * 0.09 * dt;\n drop.vy += state.config.gravity * slide * 0.3 * dt;\n drop.vx *= Math.exp(-7 * dt); drop.vy *= Math.exp(-3 * dt);\n if (Math.abs(drop.vx) < 0.00005) drop.vx = 0;\n if (Math.abs(drop.vy) < 0.00005) drop.vy = 0;\n drop.x += drop.vx * dt; drop.y += drop.vy * dt;\n sweep(state, drop, oldX, oldY, context);\n }\n merge(state.drops);\n state.drops = state.drops.filter(d => d.y - d.radius < context.canvas.height / side && d.y + d.radius > 0 && d.x + d.radius > 0 && d.x - d.radius < context.canvas.width / side);\n }\n if (state.finger) wipeFinger(state, state.finger.x, state.finger.y, context);\n context.invalidate();\n }\n schedule(state, context);\n },\n rasterize(state, context) {\n const { width, height } = context.canvas, side = Math.min(width, height);\n const data = state.image.data, surface = state.surface;\n for (let i = 0; i < surface.length; i++) {\n surface[i] = state.trails[i] + state.grain[i] * 0.00018 * state.config.condensation * state.film[i];\n }\n const visibleDrops = state.finger?.drop ? [...state.drops, state.finger.drop] : state.drops;\n for (const drop of visibleDrops) {\n const stretch = 1 + Math.min(1.3, Math.abs(drop.vy) * 3);\n const rx = drop.radius * side / Math.sqrt(stretch), ry = drop.radius * side * stretch;\n const cx = drop.x * side, cy = drop.y * side;\n const extent = 1.3;\n for (let y = Math.max(0, Math.floor(cy - ry * extent)); y < Math.min(height, Math.ceil(cy + ry * extent)); y++) {\n for (let x = Math.max(0, Math.floor(cx - rx * extent)); x < Math.min(width, Math.ceil(cx + rx * extent)); x++) {\n const ny = (y + 0.5 - cy) / ry;\n const nx = (x + 0.5 - cx) / rx - state.config.irregularity * 0.09 * Math.sin(ny * 3 + drop.phase);\n const angle = Math.atan2(ny, nx);\n const edge = 1 + state.config.irregularity * (0.12 * Math.sin(angle * 3 + drop.phase) + 0.07 * Math.sin(angle * 5 - drop.phase));\n const r2 = (nx * nx + ny * ny) / (edge * edge);\n if (r2 >= 1) continue;\n const i = y * width + x;\n surface[i] = Math.max(surface[i], drop.radius * Math.sqrt(1 - r2));\n }\n }\n }\n for (let y = 0; y < height; y++) for (let x = 0; x < width; x++) {\n const i = y * width + x, index = i * 4;\n const dx = (surface[y * width + Math.min(width - 1, x + 1)] - surface[y * width + Math.max(0, x - 1)]) * side * 0.5;\n const dy = (surface[Math.min(height - 1, y + 1) * width + x] - surface[Math.max(0, y - 1) * width + x]) * side * 0.5;\n data[index] = Math.round(128 + Math.max(-1, Math.min(1, dx)) * 110);\n data[index + 1] = Math.round(128 + Math.max(-1, Math.min(1, dy)) * 110);\n const droplet = Math.min(1, Math.max(0, (surface[i] - 0.001) * 1500));\n data[index + 2] = Math.round(255 * state.config.condensation * state.film[i] * (0.8 + state.grain[i] * 0.2) * (1 - droplet));\n data[index + 3] = state.config.condensation > 0 ? 255 : Math.round(Math.min(1, surface[i] * side * 2) * 255);\n }\n context.canvas.getContext(\"2d\")!.putImageData(state.image, 0, 0);\n },\n});\n\n/**\n * A seeded rain-on-glass displacement map, advanced by Pibbl's scheduler.\n *\n * @param options - Raindrop simulation and appearance settings. See {@link RainDropsOptions}.\n * @returns A raindrop texture recipe accepting raindrop messages. See {@link TextureRecipe} ,\n * {@link RainDropsMessage} .\n *\n * @see {@link RainDropsOptions}\n * @see {@link TextureRecipe}\n * @see {@link RainDropsMessage}\n */\nexport function rainDrops(options: RainDropsOptions = {}): TextureRecipe<RainDropsMessage> { return recipe(options); }\n"],
5
+ "mappings": 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6
+ "names": ["active", "options"]
7
+ }
@@ -0,0 +1,67 @@
1
+ import { type TextureRenderer } from "./presentation.js";
2
+ import { type TexturePalette, type TextureResolution } from "./palette.js";
3
+ /**
4
+ * Radius and strength of a reaction-diffusion brush stroke.
5
+ *
6
+ * @see {@link ReactionDiffusionProps}
7
+ */
8
+ export interface TextureBrush {
9
+ /** Radius in the coordinate system of this geometry or effect. See {@link TextureBrush}. */
10
+ readonly radius: number;
11
+ /** Magnitude of the displacement or brush effect. See {@link TextureBrush}. */
12
+ readonly strength: number;
13
+ }
14
+ /**
15
+ * Authored inputs for ReactionDiffusion, including the declared data and presentation options.
16
+ *
17
+ * @see {@link TextureRenderer}
18
+ * @see {@link TextureResolution}
19
+ * @see {@link TexturePalette}
20
+ * @see {@link TextureBrush}
21
+ * @see {@link ReactionDiffusion}
22
+ */
23
+ export interface ReactionDiffusionProps {
24
+ /**
25
+ * Renders the current data or resources using the supplied context. See {@link TextureRenderer}
26
+ * .
27
+ */
28
+ readonly render?: TextureRenderer;
29
+ /** Dimensions of the simulation or raster grid. See {@link TextureResolution}. */
30
+ readonly resolution?: TextureResolution;
31
+ /**
32
+ * Seed used for deterministic sampling or simulation initialization. See
33
+ * {@link ReactionDiffusionProps}.
34
+ */
35
+ readonly seed?: number;
36
+ /**
37
+ * Named pattern configuration used to initialize the simulation. See
38
+ * {@link ReactionDiffusionProps}.
39
+ */
40
+ readonly preset?: "spots" | "stripes";
41
+ /** Ordered colors used to present texture intensity. See {@link TexturePalette}. */
42
+ readonly palette?: TexturePalette;
43
+ /**
44
+ * Whether simulation or playback advancement is suspended. See {@link ReactionDiffusionProps}.
45
+ */
46
+ readonly paused?: boolean;
47
+ /**
48
+ * Changing this revision requests a fresh simulation initialization. See
49
+ * {@link ReactionDiffusionProps}.
50
+ */
51
+ readonly resetRevision?: number;
52
+ /**
53
+ * Brush configuration for interactive reaction-diffusion input, or false to disable it. See
54
+ * {@link TextureBrush}.
55
+ */
56
+ readonly brush?: TextureBrush | false;
57
+ }
58
+ /**
59
+ * An independently sized, persistent Gray–Scott surface, advanced by Pibbl's scheduler.
60
+ *
61
+ * @param props - Authored component inputs, supplied through JSX or createElement. See the linked
62
+ * props and style types.
63
+ * @throws When called directly; Pibbl mounts this component through JSX or createElement.
64
+ *
65
+ * @see {@link ReactionDiffusionProps}
66
+ */
67
+ export declare const ReactionDiffusion: import("@pibbl/core").PibblComponent<ReactionDiffusionProps & import("@pibbl/core").PibblRenderLayerComponentProps>;