@react-hive/honey-utils 3.17.0 → 3.19.0

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package/README.md CHANGED
@@ -636,7 +636,7 @@ function divide(a: number, b: number): number {
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  ---
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  - `resolveBoundedDelta(options: ResolveBoundedDeltaOptions): Nullable<number>` – Resolves the next numeric value by consuming a delta within fixed bounds. Prevents overshoot, partially consumes deltas at boundaries, and returns `null` when movement in the given direction is no longer possible. Useful for drag constraints, sliders, synthetic scrolling, and inertia systems.
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- - `applyInertiaStep(options: ApplyInertiaStepOptions): Nullable<{ value: number; velocity: number }>` – Applies a single inertia step on top of bounded delta resolution using velocity integration and exponential friction. Intended to be called from an animation loop (e.g. `requestAnimationFrame`) to implement momentum-based scrolling, sliders, or carousels. Returns updated value and velocity, or `null` when inertia has completed.
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+ - `applyInertiaStep(options: ApplyInertiaStepOptions): Nullable<InertiaStepResult>` - Advances a value by **a single momentum (inertia) step** using velocity integration, exponential friction, optional velocity smoothing, and hard bounds. This function models momentum-driven motion and is intended to be called repeatedly from an animation loop (e.g. `requestAnimationFrame`). Returns the updated value and velocity while inertia remains active, or `null` when inertia has naturally completed or further movement is blocked by bounds. Common use cases include momentum scrolling, drag-to-scroll interactions, carousels, sliders, and timelines.
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  #### Layout
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package/dist/README.md CHANGED
@@ -636,7 +636,7 @@ function divide(a: number, b: number): number {
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  ---
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  - `resolveBoundedDelta(options: ResolveBoundedDeltaOptions): Nullable<number>` – Resolves the next numeric value by consuming a delta within fixed bounds. Prevents overshoot, partially consumes deltas at boundaries, and returns `null` when movement in the given direction is no longer possible. Useful for drag constraints, sliders, synthetic scrolling, and inertia systems.
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- - `applyInertiaStep(options: ApplyInertiaStepOptions): Nullable<{ value: number; velocity: number }>` – Applies a single inertia step on top of bounded delta resolution using velocity integration and exponential friction. Intended to be called from an animation loop (e.g. `requestAnimationFrame`) to implement momentum-based scrolling, sliders, or carousels. Returns updated value and velocity, or `null` when inertia has completed.
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+ - `applyInertiaStep(options: ApplyInertiaStepOptions): Nullable<InertiaStepResult>` - Advances a value by **a single momentum (inertia) step** using velocity integration, exponential friction, optional velocity smoothing, and hard bounds. This function models momentum-driven motion and is intended to be called repeatedly from an animation loop (e.g. `requestAnimationFrame`). Returns the updated value and velocity while inertia remains active, or `null` when inertia has naturally completed or further movement is blocked by bounds. Common use cases include momentum scrolling, drag-to-scroll interactions, carousels, sliders, and timelines.
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  #### Layout
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@@ -1,35 +1,33 @@
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  import type { Nullable } from '~/types';
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  export interface InertiaOptions {
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  /**
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- * Current velocity of the motion, expressed in units per millisecond.
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+ * Current velocity of the inertial motion.
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  *
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- * The unit depends on the context in which inertia is applied:
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- * - `px/ms` for scrolling or dragging
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- * - arbitrary units for sliders or timelines
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+ * Expressed in **pixels per millisecond (`px/ms`)**.
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  *
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- * The sign indicates direction (positive or negative).
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+ * The sign determines direction:
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+ * - Positive → movement toward the upper bound
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+ * - Negative → movement toward the lower bound
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  */
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- velocity: number;
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+ velocityPxMs: number;
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  /**
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  * Time elapsed since the previous inertia step, in milliseconds.
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- *
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- * This value is typically derived from a high-resolution clock such as `performance.now()`
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- * and allows inertia behavior to remain frame-rate independent.
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  */
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- deltaTime: number;
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+ deltaTimeMs: number;
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  /**
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- * Exponential friction coefficient controlling how quickly velocity decays over time.
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+ * Exponential friction coefficient controlling velocity decay.
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+ *
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+ * Friction is applied per millisecond using an exponential model:
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  *
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- * This value is applied per millisecond and produces smooth, natural-feeling
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- * deceleration when used with an exponential decay model.
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+ * `velocityPxMs *= exp(-friction * deltaTimeMs)`
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  *
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- * Smaller values result in a longer glide; larger values cause inertia
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- * to stop more quickly.
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+ * Smaller values result in longer, floatier inertia;
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+ * larger values cause quicker deceleration.
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  *
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  * Typical values:
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- * - `0.001` very long, floaty motion
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- * - `0.002` balanced, natural decay (default)
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- * - `0.005` quick stop
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+ * - `0.001` very long, floaty inertia
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+ * - `0.002` balanced, natural decay (default)
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+ * - `0.005` short, snappy stop
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  *
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  * @default 0.002
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  */
@@ -37,21 +35,39 @@ export interface InertiaOptions {
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  /**
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  * Minimum absolute velocity below which inertia is considered complete.
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  *
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- * When the absolute value of the current velocity drops below this threshold,
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- * no further movement is applied and inertia terminates.
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+ * When `|velocityPxMs| < minVelocityPxMs`, inertia terminates and no further movement is applied.
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  *
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- * This prevents unnecessary micro-updates and jitter near rest.
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+ * This prevents unnecessary micro-updates and visual jitter near rest.
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  *
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  * @default 0.01
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  */
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- minVelocity?: number;
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+ minVelocityPxMs?: number;
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+ /**
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+ * Exponential Moving Average (EMA) factor used to smooth velocity changes.
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+ *
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+ * This is applied **after friction**, blending the previous velocity
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+ * with the newly decayed velocity to reduce jitter and sudden spikes.
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+ *
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+ * Value range: `0..1`
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+ *
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+ * - `0` → EMA disabled (raw exponential decay only)
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+ * - `0.2` → light smoothing (recommended for scroll / drag inertia)
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+ * - `0.5` → heavy smoothing (very soft, less responsive)
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+ *
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+ * Formula:
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+ * `vNext = vPrev * (1 - emaAlpha) + vDecayed * emaAlpha`
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+ *
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+ * @default 0.2
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+ */
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+ emaAlpha?: number;
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  }
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  interface ApplyInertiaStepOptions extends InertiaOptions {
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  /**
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- * Current value before applying the inertia step.
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+ * Current numeric value before applying the inertia step.
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  *
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- * This typically represents a translated position (e.g. scroll offset),
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- * but may be any bounded numeric value.
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+ * This commonly represents a translated position
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+ * (e.g. scroll offset or `translateX` value),
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+ * but may be any numeric value constrained by bounds.
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  */
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  value: number;
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  /**
@@ -64,71 +80,62 @@ interface ApplyInertiaStepOptions extends InertiaOptions {
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  max: number;
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  }
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  /**
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- * Advances a value by one inertia step using velocity, friction, and hard bounds.
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- *
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- * This utility models **inertial motion** (momentum + decay) on top of
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- * {@link resolveBoundedDelta}, which acts as the authoritative constraint layer.
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- *
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- * The function:
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- * - Integrates velocity over the elapsed time to produce a movement delta
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- * - Resolves that delta against fixed bounds
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- * - Applies exponential friction to gradually reduce velocity
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- * - Stops immediately when a bound is hit or velocity falls below a threshold
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- *
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- * ⚠️ This function performs **one step only** and is intended to be called
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- * repeatedly from an animation loop (e.g. `requestAnimationFrame`).
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+ * Result of a single inertia simulation step.
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  *
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- * ### Common use cases
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- * - Synthetic scrolling with momentum
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- * - Carousels and sliders
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- * - Timelines and scrubbers
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- * - Drag-to-scroll interactions with inertia
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+ * Returned when inertia is still active and further movement in the current direction is possible.
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+ */
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+ export interface InertiaStepResult {
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+ /**
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+ * Updated value after applying this inertia step.
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+ *
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+ * Guaranteed to be within `[min, max]`.
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+ */
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+ value: number;
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+ /**
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+ * Updated velocity after friction decay and optional EMA smoothing.
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+ *
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+ * Expressed in pixels per millisecond (`px/ms`).
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+ */
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+ velocityPxMs: number;
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+ }
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+ /**
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+ * Applies a **single step** of bounded, velocity-based inertia.
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  *
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- * @param value - Current value before applying inertia (e.g. translate position).
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- * @param min - Minimum allowed value (inclusive).
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- * @param max - Maximum allowed value (inclusive).
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- * @param velocity - Current velocity in units per millisecond (e.g. px/ms).
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- * @param deltaTime - Time elapsed since the previous step, in milliseconds.
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- * @param friction - Exponential friction coefficient controlling decay rate.
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- * @param minVelocity - Minimum velocity below which inertia stops.
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+ * This function models **momentum-driven motion** by:
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+ * - integrating velocity over elapsed time
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+ * - applying exponential friction
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+ * - optionally smoothing velocity using EMA
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+ * - enforcing hard bounds via {@link resolveBoundedDelta}
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  *
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- * @returns An object containing the updated value and velocity,
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- * or `null` when inertia has completed or movement is no longer possible.
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+ * Boundary handling guarantees:
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+ * - no overshoot
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+ * - no oscillation at limits
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+ * - deterministic stopping behavior
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  *
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- * @example
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- * ```ts
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- * let value = translateX;
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- * let velocity = releaseVelocity; // px/ms from drag end
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- * let lastTime = performance.now();
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+ * ---
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  *
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- * const step = (time: number) => {
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- * const deltaTime = time - lastTime;
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- * lastTime = time;
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+ * ### Termination conditions
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+ * Inertia ends immediately when:
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+ * - the absolute velocity falls below `minVelocityPxMs`, or
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+ * - movement in the current direction is blocked by a bound
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  *
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- * const result = applyInertiaStep({
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- * value,
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- * velocity,
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- * min: -maxOverflow,
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- * max: 0,
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- * deltaTime,
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- * });
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+ * ---
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  *
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- * if (!result) {
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- * return; // inertia finished
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- * }
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+ * ⚠️ **Single-step function**
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+ * This function advances inertia **once only**.
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+ * It must be invoked repeatedly from an animation loop
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+ * (e.g. `requestAnimationFrame`) to produce continuous motion.
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  *
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- * value = result.value;
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- * velocity = result.velocity;
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+ * ---
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  *
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- * container.style.transform = `translateX(${value}px)`;
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- * requestAnimationFrame(step);
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- * };
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+ * ### Common use cases
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+ * - Synthetic scrolling with momentum
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+ * - Drag-to-scroll interactions
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+ * - Carousels and sliders
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+ * - Timelines and scrubbers
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  *
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- * requestAnimationFrame(step);
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- * ```
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+ * @returns An {@link InertiaStepResult} while inertia remains active,
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+ * or `null` when inertia has completed or cannot proceed.
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  */
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- export declare const applyInertiaStep: ({ value, min, max, velocity, deltaTime, friction, minVelocity, }: ApplyInertiaStepOptions) => Nullable<{
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- value: number;
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- velocity: number;
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- }>;
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+ export declare const applyInertiaStep: ({ value, min, max, velocityPxMs, deltaTimeMs, friction, minVelocityPxMs, emaAlpha, }: ApplyInertiaStepOptions) => Nullable<InertiaStepResult>;
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  export {};
package/dist/index.cjs CHANGED
@@ -1,2 +1,2 @@
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