@sarmal/core 0.2.1 → 0.3.0

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 ADDED
@@ -0,0 +1,7 @@
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+ # Sarmal Core
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+
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+ ## Publishing
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+
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+ ``` bash
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+ npm publish --access public
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+ ```
@@ -11,7 +11,7 @@ var CircularBuffer = class {
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  this.data = Array.from({ length: capacity }, () => ({ x: 0, y: 0 }));
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  this.result = Array.from({ length: capacity }, () => ({ x: 0, y: 0 }));
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  }
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- /** Mutates the pre-allocated slot in-place — no allocation */
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+ /** Mutates in-place */
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  push(x, y) {
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  const slot = this.data[this.head];
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  slot.x = x;
@@ -22,9 +22,9 @@ var CircularBuffer = class {
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  }
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  }
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  /**
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- * Copies ordered points into the pre-allocated result buffer and returns it.
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- * The same array reference is returned every call — result.length is always `capacity`.
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- * Read only indices 0..count-1; the rest are stale pre-allocated slots.
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+ * Copies ordered points into the pre-allocated result buffer and returns it
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+ * Note: The *same* array reference is returned every call,
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+ * so `result.length` is also always `capacity`
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  */
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  toArray() {
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  const start = this.count < this.capacity ? 0 : this.head;
@@ -133,10 +133,18 @@ function createRenderer(options) {
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  const first = skeleton[0];
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  let minX = first.x, maxX = first.x, minY = first.y, maxY = first.y;
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  for (const p of skeleton) {
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- if (p.x < minX) minX = p.x;
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- if (p.x > maxX) maxX = p.x;
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- if (p.y < minY) minY = p.y;
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- if (p.y > maxY) maxY = p.y;
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+ if (p.x < minX) {
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+ minX = p.x;
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+ }
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+ if (p.x > maxX) {
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+ maxX = p.x;
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+ }
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+ if (p.y < minY) {
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+ minY = p.y;
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+ }
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+ if (p.y > maxY) {
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+ maxY = p.y;
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+ }
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  }
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  const width = maxX - minX;
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  const height = maxY - minY;
@@ -153,38 +161,42 @@ function createRenderer(options) {
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  function buildSkeletonCanvas() {
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  if (skeleton.length < 2) return;
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  skeletonCanvas = new OffscreenCanvas(canvas.width, canvas.height);
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- const sCtx = skeletonCanvas.getContext("2d");
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- sCtx.strokeStyle = `rgba(${hexToRgbComponents(opts.skeletonColor)},${DEFAULT_SKELETON_OPACITY})`;
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- sCtx.lineWidth = 1.5;
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- sCtx.beginPath();
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+ const skeletonCtx = skeletonCanvas.getContext("2d");
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+ skeletonCtx.strokeStyle = `rgba(${hexToRgbComponents(opts.skeletonColor)},${DEFAULT_SKELETON_OPACITY})`;
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+ skeletonCtx.lineWidth = 1.5;
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+ skeletonCtx.beginPath();
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  const first = skeleton[0];
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- sCtx.moveTo(first.x * scale + offsetX, first.y * scale + offsetY);
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+ skeletonCtx.moveTo(first.x * scale + offsetX, first.y * scale + offsetY);
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  for (let i = 1; i < skeleton.length; i++) {
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  const p = skeleton[i];
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- sCtx.lineTo(p.x * scale + offsetX, p.y * scale + offsetY);
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+ skeletonCtx.lineTo(p.x * scale + offsetX, p.y * scale + offsetY);
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  }
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- sCtx.stroke();
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+ skeletonCtx.stroke();
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  }
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  function drawSkeleton() {
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- if (!skeletonCanvas) return;
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+ if (!skeletonCanvas) {
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+ return;
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+ }
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  ctx.drawImage(skeletonCanvas, 0, 0);
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  }
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  function drawTrail() {
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- if (trailCount < 2) return;
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+ if (trailCount < 2) {
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+ return;
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+ }
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  ctx.lineJoin = "round";
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  ctx.lineCap = "round";
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- for (let b = 0; b < trailCount - 1; b += TRAIL_BATCH_SIZE) {
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- const bEnd = Math.min(b + TRAIL_BATCH_SIZE, trailCount - 1);
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- const progress = (b + bEnd) / 2 / (trailCount - 1);
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+ for (let batchIndex = 0; batchIndex < trailCount - 1; batchIndex += TRAIL_BATCH_SIZE) {
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+ const bEnd = Math.min(batchIndex + TRAIL_BATCH_SIZE, trailCount - 1);
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+ const progress = (batchIndex + bEnd) / 2 / (trailCount - 1);
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  const alpha = Math.pow(progress, TRAIL_FADE_CURVE) * TRAIL_MAX_OPACITY;
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  const lineWidth = TRAIL_MIN_WIDTH + progress * (TRAIL_MAX_WIDTH - TRAIL_MIN_WIDTH);
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  ctx.beginPath();
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- for (let i = b; i <= bEnd; i++) {
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- const p = trail[i];
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- if (i === b) {
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- ctx.moveTo(p.x * scale + offsetX, p.y * scale + offsetY);
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+ for (let i = batchIndex; i <= bEnd; i++) {
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+ const point = trail[i];
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+ if (i === batchIndex) {
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+ ctx.moveTo(point.x * scale + offsetX, point.y * scale + offsetY);
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  } else {
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- ctx.lineTo(p.x * scale + offsetX, p.y * scale + offsetY);
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+ ctx.lineTo(point.x * scale + offsetX, point.y * scale + offsetY);
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  }
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  }
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  ctx.strokeStyle = `rgba(${trailRgb},${alpha})`;
@@ -193,7 +205,9 @@ function createRenderer(options) {
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  }
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  }
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  function drawHead() {
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- if (!head) return;
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+ if (!head) {
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+ return;
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+ }
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  const x = head.x * scale + offsetX;
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  const y = head.y * scale + offsetY;
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  const gradient = ctx.createRadialGradient(x, y, 0, x, y, opts.glowSize);
@@ -227,12 +241,16 @@ function createRenderer(options) {
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  buildSkeletonCanvas();
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  return {
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  start() {
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- if (animationId !== null) return;
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+ if (animationId !== null) {
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+ return;
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+ }
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  lastTime = performance.now();
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  render();
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  },
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  stop() {
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- if (animationId === null) return;
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+ if (animationId === null) {
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+ return;
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+ }
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  cancelAnimationFrame(animationId);
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  animationId = null;
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  },
@@ -296,6 +314,34 @@ function rose3(t, _time, _params) {
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  y: r * Math.sin(t)
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  };
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  }
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+ function lissajous32(t, time, _params) {
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+ const phi = time * 0.45;
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+ return {
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+ x: Math.sin(3 * t + phi),
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+ y: Math.sin(2 * t)
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+ };
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+ }
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+ function lissajous43(t, time, _params) {
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+ const phi = time * 0.38;
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+ return {
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+ x: Math.sin(4 * t + phi),
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+ y: Math.sin(3 * t)
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+ };
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+ }
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+ function epicycloid3(t, _time, _params) {
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+ return {
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+ x: 4 * Math.cos(t) - Math.cos(4 * t),
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+ y: 4 * Math.sin(t) - Math.sin(4 * t)
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+ };
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+ }
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+ function lame(t, time, _params) {
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+ const p = 1.75 + 1.25 * Math.sin(time * 0.48);
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+ const c = Math.cos(t), s = Math.sin(t);
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+ return {
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+ x: Math.sign(c) * Math.pow(Math.abs(c), p),
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+ y: Math.sign(s) * Math.pow(Math.abs(s), p)
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+ };
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+ }
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  var curves = {
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  artemis2: {
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  name: "Artemis II",
@@ -332,6 +378,30 @@ var curves = {
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  fn: rose3,
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  period: TWO_PI2,
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  speed: 1.15
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+ },
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+ lissajous32: {
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+ name: "Lissajous 3:2",
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+ fn: lissajous32,
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+ period: TWO_PI2,
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+ speed: 2
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+ },
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+ lissajous43: {
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+ name: "Lissajous 4:3",
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+ fn: lissajous43,
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+ period: TWO_PI2,
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+ speed: 1.8
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+ },
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+ epicycloid3: {
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+ name: "Epicycloid (n=3)",
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+ fn: epicycloid3,
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+ period: TWO_PI2,
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+ speed: 0.75
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+ },
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+ lame: {
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+ name: "Lam\xE9 Curve",
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+ fn: lame,
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+ period: TWO_PI2,
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+ speed: 1
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  }
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  };
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@@ -1 +1 @@
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type { CurveDef, Engine, Point } from \"./types\";\n\nconst TWO_PI = Math.PI * 2;\nconst POINTS_PER_PERIOD_UNIT = 50;\n\n/**\n * A fixed-size list of points with first in, last out method.\n * The oldest entry is automatically discarded when the list is at capacity.\n *\n * Zero heap allocations per frame:\n * - push() mutates the pre-allocated data slot in-place\n * - toArray() copies into a pre-allocated result buffer and returns the same reference every call\n * - result.length is NEVER changed — callers use the separate `count` getter to know valid size\n */\nclass CircularBuffer {\n private data: Array<Point>;\n private result: Array<Point>;\n private capacity: number;\n private head: number = 0;\n private count: number = 0;\n\n constructor(capacity: number) {\n this.capacity = capacity;\n this.data = Array.from({ length: capacity }, () => ({ x: 0, y: 0 }));\n this.result = Array.from({ length: capacity }, () => ({ x: 0, y: 0 }));\n }\n\n /** Mutates the pre-allocated slot in-place — no allocation */\n push(x: number, y: number): void {\n const slot = this.data[this.head]!;\n slot.x = x;\n slot.y = y;\n this.head = (this.head + 1) % this.capacity;\n if (this.count < this.capacity) {\n this.count++;\n }\n }\n\n /**\n * Copies ordered points into the pre-allocated result buffer and returns it.\n * The same array reference is returned every call — result.length is always `capacity`.\n * Read only indices 0..count-1; the rest are stale pre-allocated slots.\n */\n toArray(): Array<Point> {\n const start = this.count < this.capacity ? 0 : this.head;\n for (let i = 0; i < this.count; i++) {\n const src = this.data[(start + i) % this.capacity]!;\n const dst = this.result[i]!;\n dst.x = src.x;\n dst.y = src.y;\n }\n return this.result;\n }\n\n clear(): void {\n this.head = 0;\n this.count = 0;\n }\n\n get length(): number {\n return this.count;\n }\n}\n\n/**\n * Creates the core simulation engine for a sarmal\n *\n * it runs a clock (time `t`), asks the curve for the current Point position at that time,\n * and remembers the last N positions so the renderer can draw the trail\n *\n * The engine is only responsible for math coordinates,\n * so it is not responsible for drawing or colors\n *\n * @param curveDef A curve definition\n * @param trailLength default: `120`\n */\nexport function createEngine(curveDef: CurveDef, trailLength: number = 120): Engine {\n const curve = {\n name: curveDef.name,\n fn: curveDef.fn,\n period: curveDef.period ?? 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DEFAULT_SKELETON_COLOR,\n trailColor: options.trailColor ?? \"#ffffff\",\n headColor: options.headColor ?? \"#ffffff\",\n headRadius: options.headRadius ?? DEFAULT_HEAD_RADIUS,\n glowSize: options.glowSize ?? DEFAULT_GLOW_SIZE,\n };\n\n // Pre-parse hex colors once — avoids parseInt on every draw call\n const trailRgb = hexToRgbComponents(opts.trailColor);\n const headRgbFalloff = `rgba(${hexToRgbComponents(opts.headColor)},${GLOW_FALLOFF_OPACITY})`;\n\n let skeleton: Array<Point> = [];\n let skeletonCanvas: OffscreenCanvas | null = null;\n let trail: Array<Point> = [];\n let trailCount = 0;\n let head: Point | null = null;\n let scale = 1;\n let offsetX = 0;\n let offsetY = 0;\n let animationId: number | null = null;\n let lastTime = 0;\n\n /**\n * Computes how to map engine coordinates to canvas pixels.\n *\n * Steps: curve fn -> coordinate point -> (scale + offset) -> pixel\n *\n * 1. Find the bounding box of the skeleton (min/max x/y in coordinates)\n * 2. Compute a scale factor that fits the bounds into the canvas with padding\n * 3. Compute offsets to center the curve in the canvas\n */\n function calculateBoundaries() {\n if (skeleton.length === 0) {\n return;\n }\n\n const first = skeleton[0]!;\n let minX = first.x,\n maxX = first.x,\n minY = first.y,\n maxY = first.y;\n for (const p of skeleton) {\n if (p.x < minX) minX = p.x;\n if (p.x > maxX) maxX = p.x;\n if (p.y < minY) minY = p.y;\n if (p.y > maxY) maxY = p.y;\n }\n\n const width = maxX - minX;\n const height = maxY - minY;\n const canvasWidth = canvas.width;\n const canvasHeight = canvas.height;\n\n const scaleX = canvasWidth / (width * (1 + FIT_PADDING * 2));\n const scaleY = canvasHeight / (height * (1 + FIT_PADDING * 2));\n scale = Math.min(scaleX, scaleY);\n\n const boundsWidth = width * scale;\n const boundsHeight = height * scale;\n offsetX = (canvasWidth - boundsWidth) / 2 - minX * scale;\n offsetY = (canvasHeight - boundsHeight) / 2 - minY * scale;\n }\n\n /**\n * Draws the skeleton once into an OffscreenCanvas so that every frame\n * only needs a single ctx.drawImage() instead of rebuilding the full path.\n */\n function buildSkeletonCanvas() {\n if (skeleton.length < 2) return;\n\n skeletonCanvas = new OffscreenCanvas(canvas.width, canvas.height);\n const sCtx = skeletonCanvas.getContext(\"2d\")!;\n\n sCtx.strokeStyle = `rgba(${hexToRgbComponents(opts.skeletonColor)},${DEFAULT_SKELETON_OPACITY})`;\n sCtx.lineWidth = 1.5;\n sCtx.beginPath();\n\n const first = skeleton[0]!;\n sCtx.moveTo(first.x * scale + offsetX, first.y * scale + offsetY);\n for (let i = 1; i < skeleton.length; i++) {\n const p = skeleton[i]!;\n sCtx.lineTo(p.x * scale + offsetX, p.y * scale + offsetY);\n }\n sCtx.stroke();\n }\n\n function drawSkeleton() {\n if (!skeletonCanvas) return;\n ctx.drawImage(skeletonCanvas, 0, 0);\n }\n\n function drawTrail() {\n if (trailCount < 2) return;\n\n // Set constant state once outside the batch loop\n ctx.lineJoin = \"round\";\n ctx.lineCap = \"round\";\n\n for (let b = 0; b < trailCount - 1; b += TRAIL_BATCH_SIZE) {\n const bEnd = Math.min(b + TRAIL_BATCH_SIZE, trailCount - 1);\n /** Normalized position of this batch along the trail (0 = tail, 1 = head) */\n const progress = (b + bEnd) / 2 / (trailCount - 1);\n const alpha = Math.pow(progress, TRAIL_FADE_CURVE) * TRAIL_MAX_OPACITY;\n const lineWidth = TRAIL_MIN_WIDTH + progress * (TRAIL_MAX_WIDTH - TRAIL_MIN_WIDTH);\n\n ctx.beginPath();\n for (let i = b; i <= bEnd; i++) {\n const p = trail[i]!;\n if (i === b) {\n ctx.moveTo(p.x * scale + offsetX, p.y * scale + offsetY);\n } else {\n ctx.lineTo(p.x * scale + offsetX, p.y * scale + offsetY);\n }\n }\n\n ctx.strokeStyle = `rgba(${trailRgb},${alpha})`;\n ctx.lineWidth = lineWidth;\n ctx.stroke();\n }\n }\n\n function drawHead() {\n if (!head) return;\n\n const x = head.x * scale + offsetX;\n const y = head.y * scale + offsetY;\n\n const gradient = ctx.createRadialGradient(x, y, 0, x, y, opts.glowSize);\n gradient.addColorStop(0, opts.headColor);\n gradient.addColorStop(GLOW_INNER_EDGE, headRgbFalloff);\n gradient.addColorStop(1, \"transparent\");\n\n ctx.fillStyle = gradient;\n ctx.beginPath();\n ctx.arc(x, y, opts.glowSize, 0, Math.PI * 2);\n ctx.fill();\n\n ctx.fillStyle = opts.headColor;\n ctx.beginPath();\n ctx.arc(x, y, opts.headRadius, 0, Math.PI * 2);\n ctx.fill();\n }\n\n function render() {\n const now = performance.now();\n const deltaTime = (now - lastTime) / 1000;\n lastTime = now;\n\n trail = engine.tick(deltaTime);\n trailCount = engine.trailCount;\n head = trailCount > 0 ? trail[trailCount - 1]! : null;\n\n ctx.clearRect(0, 0, canvas.width, canvas.height);\n\n drawSkeleton();\n drawTrail();\n drawHead();\n\n animationId = requestAnimationFrame(render);\n }\n\n // Initialize skeleton and offscreen canvas on creation\n skeleton = engine.getSarmalSkeleton();\n calculateBoundaries();\n buildSkeletonCanvas();\n\n return {\n start() {\n if (animationId !== null) return;\n lastTime = performance.now();\n render();\n },\n\n stop() {\n if (animationId === null) return;\n cancelAnimationFrame(animationId);\n animationId = null;\n },\n\n reset() {\n engine.reset();\n trail = [];\n head = null;\n },\n\n destroy() {\n if (animationId !== null) {\n cancelAnimationFrame(animationId);\n animationId = null;\n }\n },\n };\n}\n","import type { CurveDef, Point } from \"./types\";\n\nconst TWO_PI = Math.PI * 2;\n\n/**\n * Artemis II free-return lunar trajectory\n * @see https://www.nasa.gov/wp-content/uploads/2025/09/artemis-ii-map-508.pdf\n * a = x-axis asymmetry (widens one lobe),\n * b = y-axis asymmetry,\n * ox = horizontal offset to visually center the shape\n */\nfunction artemis2(t: number, _time: number, _params: Record<string, number>): Point {\n const a = 0.35,\n b = 0.15,\n ox = 0.175;\n const s = Math.sin(t),\n c = Math.cos(t);\n const denom = 1 + s * s;\n return {\n x: (c * (1 + a * c)) / denom - ox,\n y: (s * c * (1 + b * c)) / denom,\n };\n}\n\n/** 7-lobed epitrochoid with a breathing distance parameter — d oscillates with t, making the loops pulse in and out */\nfunction epitrochoid7(t: number, _time: number, _params: Record<string, number>): Point {\n const d = 1.0 + 0.55 * Math.sin(t * 0.5);\n return {\n x: 7 * Math.cos(t) - d * Math.cos(7 * t),\n y: 7 * Math.sin(t) - d * Math.sin(7 * t),\n };\n}\n\nfunction astroid(t: number, _time: number, _params: Record<string, number>): Point {\n const c = Math.cos(t);\n const s = Math.sin(t);\n return {\n x: c * c * c,\n y: s * s * s,\n };\n}\n\nfunction deltoid(t: number, _time: number, _params: Record<string, number>): Point {\n return {\n x: 2 * Math.cos(t) + Math.cos(2 * t),\n y: 2 * Math.sin(t) - Math.sin(2 * t),\n };\n}\n\nfunction rose5(t: number, _time: number, _params: Record<string, number>): Point {\n const r = Math.cos(5 * t);\n return {\n x: r * Math.cos(t),\n y: r * Math.sin(t),\n };\n}\n\nfunction rose3(t: number, _time: number, _params: Record<string, number>): Point {\n const r = Math.cos(3 * t);\n return {\n x: r * Math.cos(t),\n y: r * Math.sin(t),\n };\n}\n\nexport const curves: Record<string, CurveDef> = {\n artemis2: {\n name: \"Artemis II\",\n fn: artemis2,\n period: TWO_PI,\n speed: 0.7,\n },\n epitrochoid7: {\n name: \"Epitrochoid\",\n fn: epitrochoid7,\n period: TWO_PI,\n speed: 1.4,\n },\n astroid: {\n name: \"Astroid\",\n fn: astroid,\n period: TWO_PI,\n speed: 1.1,\n },\n deltoid: {\n name: \"Deltoid\",\n fn: deltoid,\n period: TWO_PI,\n speed: 0.9,\n },\n rose5: {\n name: \"Rose (n=5)\",\n fn: rose5,\n period: TWO_PI,\n speed: 1.0,\n },\n rose3: {\n name: \"Rose (n=3)\",\n fn: rose3,\n period: TWO_PI,\n speed: 1.15,\n },\n};\n","export type {\n Point,\n CurveDef,\n Engine,\n SarmalInstance,\n RendererOptions,\n SarmalOptions,\n} from \"./types\";\n\nexport { createEngine } from \"./engine\";\nexport { createRenderer } from \"./renderer\";\nexport { curves } from \"./curves\";\n\nimport type { CurveDef, SarmalInstance, SarmalOptions } from \"./types\";\nimport { createEngine } from \"./engine\";\nimport { createRenderer } from \"./renderer\";\n\n/**\n * Creates a sarmal animation on a canvas element\n *\n * @example\n * ```ts\n * import { createSarmal, curves } from '@sarmal/core'\n * const sarmal = createSarmal(canvas, curves.artemis2)\n * sarmal.start()\n * ```\n */\nexport function createSarmal(\n canvas: HTMLCanvasElement,\n curveDef: CurveDef,\n options?: SarmalOptions,\n): SarmalInstance {\n const { trailLength, ...rendererOpts } = options ?? {};\n const engine = createEngine(curveDef, trailLength);\n\n return createRenderer({ canvas, engine, ...rendererOpts });\n}\n","/**\n * Scans for `<canvas data-sarmal=\"curveName\">` when DOMContentLoaded is triggered,\n * and creates a Sarmal instance for each one\n *\n * Usage (CDN):\n * <script src=\"https://unpkg.com/@sarmal/core/dist/auto-init.js\"></script>\n * <canvas data-sarmal=\"artemis2\" width=\"200\" height=\"200\"></canvas>\n *\n * Usage (ESM):\n * import '@sarmal/core/auto'\n */\nimport { createSarmal } from \"./index\";\nimport { curves } from \"./curves\";\n\nfunction init(): void {\n const canvases = document.querySelectorAll<HTMLCanvasElement>(\"canvas[data-sarmal]\");\n\n canvases.forEach((canvas) => {\n const curveName = canvas.getAttribute(\"data-sarmal\");\n if (curveName == null) {\n return console.warn(\"[sarmal] curveName isrequried\");\n }\n\n const curveDef = curves[curveName];\n if (!curveDef) {\n return console.error(`[sarmal] \"${curveName}\" is not a valid curve name`);\n }\n\n const sarmal = createSarmal(canvas, curveDef, {\n ...(canvas.dataset.trailColor && { trailColor: canvas.dataset.trailColor }),\n ...(canvas.dataset.skeletonColor && { skeletonColor: canvas.dataset.skeletonColor }),\n ...(canvas.dataset.headColor && { headColor: canvas.dataset.headColor }),\n ...(canvas.dataset.headRadius && { headRadius: parseFloat(canvas.dataset.headRadius) }),\n ...(canvas.dataset.glowSize && { glowSize: parseInt(canvas.dataset.glowSize, 10) }),\n ...(canvas.dataset.trailLength && { trailLength: parseInt(canvas.dataset.trailLength, 10) }),\n });\n sarmal.start();\n });\n}\n\nif (document.readyState === \"loading\") {\n document.addEventListener(\"DOMContentLoaded\", init);\n} else {\n init();\n}\n"]}
1
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type { CurveDef, Engine, Point } from \"./types\";\n\nconst TWO_PI = Math.PI * 2;\nconst POINTS_PER_PERIOD_UNIT = 50;\n\n/**\n * A fixed-size list of points with first in, last out method\n * The oldest entry is automatically discarded when the list is at capacity\n *\n * Note: `result.length` is *never* changed,\n * so callers use the separate `count` getter to know valid size\n */\nclass CircularBuffer {\n private data: Array<Point>;\n private result: Array<Point>;\n private capacity: number;\n private head: number = 0;\n private count: number = 0;\n\n constructor(capacity: number) {\n this.capacity = capacity;\n this.data = Array.from({ length: capacity }, () => ({ x: 0, y: 0 }));\n this.result = Array.from({ length: capacity }, () => ({ x: 0, y: 0 }));\n }\n\n /** Mutates in-place */\n push(x: number, y: number): void {\n const slot = this.data[this.head]!;\n\n slot.x = x;\n slot.y = y;\n this.head = (this.head + 1) % this.capacity;\n\n if (this.count < this.capacity) {\n this.count++;\n }\n }\n\n /**\n * Copies ordered points into the pre-allocated result buffer and returns it\n * Note: The *same* array reference is returned every call,\n * so `result.length` is also always `capacity`\n */\n toArray(): Array<Point> {\n const start = this.count < this.capacity ? 0 : this.head;\n\n for (let i = 0; i < this.count; i++) {\n const src = this.data[(start + i) % this.capacity]!;\n const dst = this.result[i]!;\n dst.x = src.x;\n dst.y = src.y;\n }\n\n return this.result;\n }\n\n clear(): void {\n this.head = 0;\n this.count = 0;\n }\n\n get length() {\n return this.count;\n }\n}\n\n/**\n * Creates the core simulation engine for a sarmal\n *\n * it runs a clock (time `t`), asks the curve for the current Point position at that time,\n * and remembers the last N positions so the renderer can draw the trail\n *\n * The engine is only responsible for math coordinates,\n * so it is not responsible for drawing or colors\n *\n * @param curveDef A curve definition\n * @param trailLength default: `120`\n */\nexport function createEngine(curveDef: CurveDef, trailLength: number = 120): Engine {\n const curve = {\n name: curveDef.name,\n fn: curveDef.fn,\n period: curveDef.period ?? TWO_PI,\n speed: curveDef.speed ?? 1,\n };\n const trail = new CircularBuffer(trailLength);\n let t = 0;\n let actualTime = 0;\n\n return {\n tick(deltaTime: number): Array<Point> {\n t = (t + curve.speed * deltaTime) % curve.period;\n actualTime += deltaTime;\n const point = curve.fn(t, actualTime, {});\n trail.push(point.x, point.y);\n return trail.toArray();\n },\n\n get trailCount() {\n return trail.length;\n },\n\n reset() {\n t = 0;\n actualTime = 0;\n trail.clear();\n },\n\n getSarmalSkeleton(): Array<Point> {\n const steps = Math.ceil(curve.period * POINTS_PER_PERIOD_UNIT);\n // oxlint-disable-next-line unicorn/no-new-array -- array is pre-allocated, filled immediately below\n const points: Array<Point> = new Array(steps);\n for (let i = 0; i < steps; i++) {\n const sampleT = (i / (steps - 1)) * curve.period;\n const point = curve.fn(sampleT, 0, {});\n points[i] = point;\n }\n return points;\n },\n };\n}\n","import type { Point, RendererOptions, SarmalInstance } from \"./types\";\n\nconst DEFAULT_HEAD_RADIUS = 4;\nconst DEFAULT_GLOW_SIZE = 20;\nconst DEFAULT_SKELETON_COLOR = \"#ffffff\";\nconst DEFAULT_SKELETON_OPACITY = 0.15;\n\n/** Fraction of the bounding box added as padding when fitting the curve to the canvas */\nconst FIT_PADDING = 0.1;\n\n/**\n * The trail is drawn in batches of points\n * Each batch has lower opacity than the one that comes before it\n * (0 = oldest/tail, 1 = newest/head)\n *\n * ! Performance note: Larger batch size = fewer GPU stroke calls per frame\n */\nconst TRAIL_BATCH_SIZE = 20;\n/** Higher values = sharper fade near the tail, more of the trail appears faint */\nconst TRAIL_FADE_CURVE = 1.5;\nconst TRAIL_MAX_OPACITY = 0.88;\n/** Line width of tail */\nconst TRAIL_MIN_WIDTH = 0.5;\n/** Line width of head */\nconst TRAIL_MAX_WIDTH = 2.5;\n\nconst GLOW_INNER_EDGE = 0.4;\n/** Opacity at the inner edge of the glow falloff */\nconst GLOW_FALLOFF_OPACITY = 0.53;\n\n/** Parses a hex color into its \"r,g,b\" string for use in rgba() — called once at init */\nfunction hexToRgbComponents(hex: string): string {\n const n = parseInt(hex.slice(1), 16);\n return `${n >> 16},${(n >> 8) & 255},${n & 255}`;\n}\n\n/**\n * Creates a Canvas 2D renderer for sarmal animations\n * Renders the skeleton, the trail, and the glowing dot\n */\nexport function createRenderer(options: RendererOptions): SarmalInstance {\n const canvas = options.canvas;\n if (!canvas.getContext(\"2d\")) {\n throw new Error(\"Could not get 2d context from canvas\");\n }\n const ctx = canvas.getContext(\"2d\")!;\n\n const engine = options.engine;\n const opts = {\n skeletonColor: options.skeletonColor ?? DEFAULT_SKELETON_COLOR,\n trailColor: options.trailColor ?? \"#ffffff\",\n headColor: options.headColor ?? \"#ffffff\",\n headRadius: options.headRadius ?? DEFAULT_HEAD_RADIUS,\n glowSize: options.glowSize ?? DEFAULT_GLOW_SIZE,\n };\n\n const trailRgb = hexToRgbComponents(opts.trailColor);\n const headRgbFalloff = `rgba(${hexToRgbComponents(opts.headColor)},${GLOW_FALLOFF_OPACITY})`;\n\n let skeleton: Array<Point> = [];\n let skeletonCanvas: OffscreenCanvas | null = null;\n let trail: Array<Point> = [];\n let trailCount = 0;\n let head: Point | null = null;\n let scale = 1;\n let offsetX = 0;\n let offsetY = 0;\n let animationId: number | null = null;\n let lastTime = 0;\n\n /**\n * Computes how to map engine coordinates to canvas pixels\n *\n * Steps are roughly: curve fn -> coordinate point -> (scale + offset) -> pixel\n *\n * 1. Find the bounding box of the skeleton (min/max x/y in coordinates)\n * 2. Compute a scale factor within the bounds into the canvas with padding\n * 3. Compute offsets to center the curve in the canvas\n */\n function calculateBoundaries() {\n if (skeleton.length === 0) {\n return;\n }\n\n const first = skeleton[0]!;\n let minX = first.x,\n maxX = first.x,\n minY = first.y,\n maxY = first.y;\n for (const p of skeleton) {\n if (p.x < minX) {\n minX = p.x;\n }\n\n if (p.x > maxX) {\n maxX = p.x;\n }\n\n if (p.y < minY) {\n minY = p.y;\n }\n\n if (p.y > maxY) {\n maxY = p.y;\n }\n }\n\n const width = maxX - minX;\n const height = maxY - minY;\n const canvasWidth = canvas.width;\n const canvasHeight = canvas.height;\n\n const scaleX = canvasWidth / (width * (1 + FIT_PADDING * 2));\n const scaleY = canvasHeight / (height * (1 + FIT_PADDING * 2));\n scale = Math.min(scaleX, scaleY);\n\n const boundsWidth = width * scale;\n const boundsHeight = height * scale;\n offsetX = (canvasWidth - boundsWidth) / 2 - minX * scale;\n offsetY = (canvasHeight - boundsHeight) / 2 - minY * scale;\n }\n\n /**\n * Draws the skeleton once into an OffscreenCanvas so that every frame\n * only needs a single ctx.drawImage() instead of rebuilding the full path.\n */\n function buildSkeletonCanvas() {\n if (skeleton.length < 2) return;\n\n skeletonCanvas = new OffscreenCanvas(canvas.width, canvas.height);\n const skeletonCtx = skeletonCanvas.getContext(\"2d\")!;\n\n skeletonCtx.strokeStyle = `rgba(${hexToRgbComponents(opts.skeletonColor)},${DEFAULT_SKELETON_OPACITY})`;\n skeletonCtx.lineWidth = 1.5;\n skeletonCtx.beginPath();\n\n const first = skeleton[0]!;\n skeletonCtx.moveTo(first.x * scale + offsetX, first.y * scale + offsetY);\n\n for (let i = 1; i < skeleton.length; i++) {\n const p = skeleton[i]!;\n skeletonCtx.lineTo(p.x * scale + offsetX, p.y * scale + offsetY);\n }\n\n skeletonCtx.stroke();\n }\n\n function drawSkeleton() {\n if (!skeletonCanvas) {\n return;\n }\n\n ctx.drawImage(skeletonCanvas, 0, 0);\n }\n\n function drawTrail() {\n if (trailCount < 2) {\n return;\n }\n\n // Set constant state once outside the batch loop\n ctx.lineJoin = \"round\";\n ctx.lineCap = \"round\";\n\n for (let batchIndex = 0; batchIndex < trailCount - 1; batchIndex += TRAIL_BATCH_SIZE) {\n const bEnd = Math.min(batchIndex + TRAIL_BATCH_SIZE, trailCount - 1);\n /** Normalized position of this batch along the trail (0 = tail, 1 = head) */\n const progress = (batchIndex + bEnd) / 2 / (trailCount - 1);\n const alpha = Math.pow(progress, TRAIL_FADE_CURVE) * TRAIL_MAX_OPACITY;\n const lineWidth = TRAIL_MIN_WIDTH + progress * (TRAIL_MAX_WIDTH - TRAIL_MIN_WIDTH);\n\n ctx.beginPath();\n for (let i = batchIndex; i <= bEnd; i++) {\n const point = trail[i]!;\n\n if (i === batchIndex) {\n ctx.moveTo(point.x * scale + offsetX, point.y * scale + offsetY);\n } else {\n ctx.lineTo(point.x * scale + offsetX, point.y * scale + offsetY);\n }\n }\n\n // ! AI Note\n // FIXME: still allocates a new string every batch every frame (~20x/frame).\n // `trailRgb` avoids re-parsing the hex, but alpha is a continuous float so the full\n // rgba string can't be pre-computed. Fix: discretize alpha into N buckets at init\n // and do a lookup (e.g. trailColors[Math.round(progress * N)]) instead of a template literal.\n ctx.strokeStyle = `rgba(${trailRgb},${alpha})`;\n ctx.lineWidth = lineWidth;\n ctx.stroke();\n }\n }\n\n function drawHead() {\n if (!head) {\n return;\n }\n\n const x = head.x * scale + offsetX;\n const y = head.y * scale + offsetY;\n\n const gradient = ctx.createRadialGradient(x, y, 0, x, y, opts.glowSize);\n gradient.addColorStop(0, opts.headColor);\n gradient.addColorStop(GLOW_INNER_EDGE, headRgbFalloff);\n gradient.addColorStop(1, \"transparent\");\n\n ctx.fillStyle = gradient;\n ctx.beginPath();\n ctx.arc(x, y, opts.glowSize, 0, Math.PI * 2);\n ctx.fill();\n\n ctx.fillStyle = opts.headColor;\n ctx.beginPath();\n ctx.arc(x, y, opts.headRadius, 0, Math.PI * 2);\n ctx.fill();\n }\n\n function render() {\n const now = performance.now();\n const deltaTime = (now - lastTime) / 1000;\n lastTime = now;\n\n trail = engine.tick(deltaTime);\n trailCount = engine.trailCount;\n head = trailCount > 0 ? trail[trailCount - 1]! : null;\n\n ctx.clearRect(0, 0, canvas.width, canvas.height);\n\n drawSkeleton();\n drawTrail();\n drawHead();\n\n animationId = requestAnimationFrame(render);\n }\n\n // Initialize skeleton and offscreen canvas on creation\n skeleton = engine.getSarmalSkeleton();\n calculateBoundaries();\n buildSkeletonCanvas();\n\n return {\n start() {\n if (animationId !== null) {\n return;\n }\n\n lastTime = performance.now();\n render();\n },\n\n stop() {\n if (animationId === null) {\n return;\n }\n\n cancelAnimationFrame(animationId);\n animationId = null;\n },\n\n reset() {\n engine.reset();\n trail = [];\n head = null;\n },\n\n destroy() {\n if (animationId !== null) {\n cancelAnimationFrame(animationId);\n animationId = null;\n }\n },\n };\n}\n","import type { CurveDef, Point } from \"./types\";\n\nconst TWO_PI = Math.PI * 2;\n\n/**\n * Artemis II free-return lunar trajectory\n * @see https://www.nasa.gov/wp-content/uploads/2025/09/artemis-ii-map-508.pdf\n * a = x-axis asymmetry (widens one lobe),\n * b = y-axis asymmetry,\n * ox = horizontal offset to visually center the shape\n */\nfunction artemis2(t: number, _time: number, _params: Record<string, number>): Point {\n const a = 0.35,\n b = 0.15,\n ox = 0.175;\n const s = Math.sin(t),\n c = Math.cos(t);\n const denom = 1 + s * s;\n return {\n x: (c * (1 + a * c)) / denom - ox,\n y: (s * c * (1 + b * c)) / denom,\n };\n}\n\nfunction epitrochoid7(t: number, _time: number, _params: Record<string, number>): Point {\n const d = 1.0 + 0.55 * Math.sin(t * 0.5);\n return {\n x: 7 * Math.cos(t) - d * Math.cos(7 * t),\n y: 7 * Math.sin(t) - d * Math.sin(7 * t),\n };\n}\n\nfunction astroid(t: number, _time: number, _params: Record<string, number>): Point {\n const c = Math.cos(t);\n const s = Math.sin(t);\n return {\n x: c * c * c,\n y: s * s * s,\n };\n}\n\nfunction deltoid(t: number, _time: number, _params: Record<string, number>): Point {\n return {\n x: 2 * Math.cos(t) + Math.cos(2 * t),\n y: 2 * Math.sin(t) - Math.sin(2 * t),\n };\n}\n\nfunction rose5(t: number, _time: number, _params: Record<string, number>): Point {\n const r = Math.cos(5 * t);\n return {\n x: r * Math.cos(t),\n y: r * Math.sin(t),\n };\n}\n\nfunction rose3(t: number, _time: number, _params: Record<string, number>): Point {\n const r = Math.cos(3 * t);\n return {\n x: r * Math.cos(t),\n y: r * Math.sin(t),\n };\n}\n\nfunction lissajous32(t: number, time: number, _params: Record<string, number>): Point {\n const phi = time * 0.45;\n return {\n x: Math.sin(3 * t + phi),\n y: Math.sin(2 * t),\n };\n}\n\nfunction lissajous43(t: number, time: number, _params: Record<string, number>): Point {\n const phi = time * 0.38;\n return {\n x: Math.sin(4 * t + phi),\n y: Math.sin(3 * t),\n };\n}\n\nfunction epicycloid3(t: number, _time: number, _params: Record<string, number>): Point {\n return {\n x: 4 * Math.cos(t) - Math.cos(4 * t),\n y: 4 * Math.sin(t) - Math.sin(4 * t),\n };\n}\n\nfunction lame(t: number, time: number, _params: Record<string, number>): Point {\n const p = 1.75 + 1.25 * Math.sin(time * 0.48);\n const c = Math.cos(t),\n s = Math.sin(t);\n return {\n x: Math.sign(c) * Math.pow(Math.abs(c), p),\n y: Math.sign(s) * Math.pow(Math.abs(s), p),\n };\n}\nexport const curves: Record<string, CurveDef> = {\n artemis2: {\n name: \"Artemis II\",\n fn: artemis2,\n period: TWO_PI,\n speed: 0.7,\n },\n epitrochoid7: {\n name: \"Epitrochoid\",\n fn: epitrochoid7,\n period: TWO_PI,\n speed: 1.4,\n },\n astroid: {\n name: \"Astroid\",\n fn: astroid,\n period: TWO_PI,\n speed: 1.1,\n },\n deltoid: {\n name: \"Deltoid\",\n fn: deltoid,\n period: TWO_PI,\n speed: 0.9,\n },\n rose5: {\n name: \"Rose (n=5)\",\n fn: rose5,\n period: TWO_PI,\n speed: 1.0,\n },\n rose3: {\n name: \"Rose (n=3)\",\n fn: rose3,\n period: TWO_PI,\n speed: 1.15,\n },\n lissajous32: {\n name: \"Lissajous 3:2\",\n fn: lissajous32,\n period: TWO_PI,\n speed: 2.0,\n },\n lissajous43: {\n name: \"Lissajous 4:3\",\n fn: lissajous43,\n period: TWO_PI,\n speed: 1.8,\n },\n epicycloid3: {\n name: \"Epicycloid (n=3)\",\n fn: epicycloid3,\n period: TWO_PI,\n speed: 0.75,\n },\n lame: {\n name: \"Lamé Curve\",\n fn: lame,\n period: TWO_PI,\n speed: 1.0,\n },\n};\n","export type { SVGRendererOptions, SVGSarmalOptions } from \"./renderer-svg\";\nexport type {\n Point,\n CurveDef,\n Engine,\n SarmalInstance,\n RendererOptions,\n SarmalOptions,\n} from \"./types\";\n\nexport { createEngine } from \"./engine\";\nexport { createRenderer } from \"./renderer\";\nexport { createSVGRenderer, createSarmalSVG } from \"./renderer-svg\";\nexport { curves } from \"./curves\";\n\nimport type { CurveDef, SarmalInstance, SarmalOptions } from \"./types\";\nimport { createEngine } from \"./engine\";\nimport { createRenderer } from \"./renderer\";\n\n/**\n * Creates a sarmal animation on a canvas element\n *\n * @example\n * ```ts\n * import { createSarmal, curves } from '@sarmal/core'\n * const sarmal = createSarmal(canvas, curves.artemis2)\n * sarmal.start()\n * ```\n */\nexport function createSarmal(\n canvas: HTMLCanvasElement,\n curveDef: CurveDef,\n options?: SarmalOptions,\n): SarmalInstance {\n const { trailLength, ...rendererOpts } = options ?? {};\n const engine = createEngine(curveDef, trailLength);\n\n return createRenderer({ canvas, engine, ...rendererOpts });\n}\n","/**\n * Scans for `<canvas data-sarmal=\"curveName\">` when DOMContentLoaded is triggered,\n * and creates a Sarmal instance for each one\n *\n * Usage (CDN):\n * <script src=\"https://unpkg.com/@sarmal/core/dist/auto-init.js\"></script>\n * <canvas data-sarmal=\"artemis2\" width=\"200\" height=\"200\"></canvas>\n *\n * Usage (ESM):\n * import '@sarmal/core/auto'\n */\nimport { createSarmal } from \"./index\";\nimport { curves } from \"./curves\";\n\nfunction init(): void {\n const canvases = document.querySelectorAll<HTMLCanvasElement>(\"canvas[data-sarmal]\");\n\n canvases.forEach((canvas) => {\n const curveName = canvas.getAttribute(\"data-sarmal\");\n if (curveName == null) {\n return console.warn(\"[sarmal] curveName isrequried\");\n }\n\n const curveDef = curves[curveName];\n if (!curveDef) {\n return console.error(`[sarmal] \"${curveName}\" is not a valid curve name`);\n }\n\n const sarmal = createSarmal(canvas, curveDef, {\n ...(canvas.dataset.trailColor && { trailColor: canvas.dataset.trailColor }),\n ...(canvas.dataset.skeletonColor && { skeletonColor: canvas.dataset.skeletonColor }),\n ...(canvas.dataset.headColor && { headColor: canvas.dataset.headColor }),\n ...(canvas.dataset.headRadius && { headRadius: parseFloat(canvas.dataset.headRadius) }),\n ...(canvas.dataset.glowSize && { glowSize: parseInt(canvas.dataset.glowSize, 10) }),\n ...(canvas.dataset.trailLength && { trailLength: parseInt(canvas.dataset.trailLength, 10) }),\n });\n sarmal.start();\n });\n}\n\nif (document.readyState === \"loading\") {\n document.addEventListener(\"DOMContentLoaded\", init);\n} else {\n init();\n}\n"]}
package/dist/auto-init.js CHANGED
@@ -9,7 +9,7 @@ var CircularBuffer = class {
9
9
  this.data = Array.from({ length: capacity }, () => ({ x: 0, y: 0 }));
10
10
  this.result = Array.from({ length: capacity }, () => ({ x: 0, y: 0 }));
11
11
  }
12
- /** Mutates the pre-allocated slot in-place — no allocation */
12
+ /** Mutates in-place */
13
13
  push(x, y) {
14
14
  const slot = this.data[this.head];
15
15
  slot.x = x;
@@ -20,9 +20,9 @@ var CircularBuffer = class {
20
20
  }
21
21
  }
22
22
  /**
23
- * Copies ordered points into the pre-allocated result buffer and returns it.
24
- * The same array reference is returned every call — result.length is always `capacity`.
25
- * Read only indices 0..count-1; the rest are stale pre-allocated slots.
23
+ * Copies ordered points into the pre-allocated result buffer and returns it
24
+ * Note: The *same* array reference is returned every call,
25
+ * so `result.length` is also always `capacity`
26
26
  */
27
27
  toArray() {
28
28
  const start = this.count < this.capacity ? 0 : this.head;
@@ -131,10 +131,18 @@ function createRenderer(options) {
131
131
  const first = skeleton[0];
132
132
  let minX = first.x, maxX = first.x, minY = first.y, maxY = first.y;
133
133
  for (const p of skeleton) {
134
- if (p.x < minX) minX = p.x;
135
- if (p.x > maxX) maxX = p.x;
136
- if (p.y < minY) minY = p.y;
137
- if (p.y > maxY) maxY = p.y;
134
+ if (p.x < minX) {
135
+ minX = p.x;
136
+ }
137
+ if (p.x > maxX) {
138
+ maxX = p.x;
139
+ }
140
+ if (p.y < minY) {
141
+ minY = p.y;
142
+ }
143
+ if (p.y > maxY) {
144
+ maxY = p.y;
145
+ }
138
146
  }
139
147
  const width = maxX - minX;
140
148
  const height = maxY - minY;
@@ -151,38 +159,42 @@ function createRenderer(options) {
151
159
  function buildSkeletonCanvas() {
152
160
  if (skeleton.length < 2) return;
153
161
  skeletonCanvas = new OffscreenCanvas(canvas.width, canvas.height);
154
- const sCtx = skeletonCanvas.getContext("2d");
155
- sCtx.strokeStyle = `rgba(${hexToRgbComponents(opts.skeletonColor)},${DEFAULT_SKELETON_OPACITY})`;
156
- sCtx.lineWidth = 1.5;
157
- sCtx.beginPath();
162
+ const skeletonCtx = skeletonCanvas.getContext("2d");
163
+ skeletonCtx.strokeStyle = `rgba(${hexToRgbComponents(opts.skeletonColor)},${DEFAULT_SKELETON_OPACITY})`;
164
+ skeletonCtx.lineWidth = 1.5;
165
+ skeletonCtx.beginPath();
158
166
  const first = skeleton[0];
159
- sCtx.moveTo(first.x * scale + offsetX, first.y * scale + offsetY);
167
+ skeletonCtx.moveTo(first.x * scale + offsetX, first.y * scale + offsetY);
160
168
  for (let i = 1; i < skeleton.length; i++) {
161
169
  const p = skeleton[i];
162
- sCtx.lineTo(p.x * scale + offsetX, p.y * scale + offsetY);
170
+ skeletonCtx.lineTo(p.x * scale + offsetX, p.y * scale + offsetY);
163
171
  }
164
- sCtx.stroke();
172
+ skeletonCtx.stroke();
165
173
  }
166
174
  function drawSkeleton() {
167
- if (!skeletonCanvas) return;
175
+ if (!skeletonCanvas) {
176
+ return;
177
+ }
168
178
  ctx.drawImage(skeletonCanvas, 0, 0);
169
179
  }
170
180
  function drawTrail() {
171
- if (trailCount < 2) return;
181
+ if (trailCount < 2) {
182
+ return;
183
+ }
172
184
  ctx.lineJoin = "round";
173
185
  ctx.lineCap = "round";
174
- for (let b = 0; b < trailCount - 1; b += TRAIL_BATCH_SIZE) {
175
- const bEnd = Math.min(b + TRAIL_BATCH_SIZE, trailCount - 1);
176
- const progress = (b + bEnd) / 2 / (trailCount - 1);
186
+ for (let batchIndex = 0; batchIndex < trailCount - 1; batchIndex += TRAIL_BATCH_SIZE) {
187
+ const bEnd = Math.min(batchIndex + TRAIL_BATCH_SIZE, trailCount - 1);
188
+ const progress = (batchIndex + bEnd) / 2 / (trailCount - 1);
177
189
  const alpha = Math.pow(progress, TRAIL_FADE_CURVE) * TRAIL_MAX_OPACITY;
178
190
  const lineWidth = TRAIL_MIN_WIDTH + progress * (TRAIL_MAX_WIDTH - TRAIL_MIN_WIDTH);
179
191
  ctx.beginPath();
180
- for (let i = b; i <= bEnd; i++) {
181
- const p = trail[i];
182
- if (i === b) {
183
- ctx.moveTo(p.x * scale + offsetX, p.y * scale + offsetY);
192
+ for (let i = batchIndex; i <= bEnd; i++) {
193
+ const point = trail[i];
194
+ if (i === batchIndex) {
195
+ ctx.moveTo(point.x * scale + offsetX, point.y * scale + offsetY);
184
196
  } else {
185
- ctx.lineTo(p.x * scale + offsetX, p.y * scale + offsetY);
197
+ ctx.lineTo(point.x * scale + offsetX, point.y * scale + offsetY);
186
198
  }
187
199
  }
188
200
  ctx.strokeStyle = `rgba(${trailRgb},${alpha})`;
@@ -191,7 +203,9 @@ function createRenderer(options) {
191
203
  }
192
204
  }
193
205
  function drawHead() {
194
- if (!head) return;
206
+ if (!head) {
207
+ return;
208
+ }
195
209
  const x = head.x * scale + offsetX;
196
210
  const y = head.y * scale + offsetY;
197
211
  const gradient = ctx.createRadialGradient(x, y, 0, x, y, opts.glowSize);
@@ -225,12 +239,16 @@ function createRenderer(options) {
225
239
  buildSkeletonCanvas();
226
240
  return {
227
241
  start() {
228
- if (animationId !== null) return;
242
+ if (animationId !== null) {
243
+ return;
244
+ }
229
245
  lastTime = performance.now();
230
246
  render();
231
247
  },
232
248
  stop() {
233
- if (animationId === null) return;
249
+ if (animationId === null) {
250
+ return;
251
+ }
234
252
  cancelAnimationFrame(animationId);
235
253
  animationId = null;
236
254
  },
@@ -294,6 +312,34 @@ function rose3(t, _time, _params) {
294
312
  y: r * Math.sin(t)
295
313
  };
296
314
  }
315
+ function lissajous32(t, time, _params) {
316
+ const phi = time * 0.45;
317
+ return {
318
+ x: Math.sin(3 * t + phi),
319
+ y: Math.sin(2 * t)
320
+ };
321
+ }
322
+ function lissajous43(t, time, _params) {
323
+ const phi = time * 0.38;
324
+ return {
325
+ x: Math.sin(4 * t + phi),
326
+ y: Math.sin(3 * t)
327
+ };
328
+ }
329
+ function epicycloid3(t, _time, _params) {
330
+ return {
331
+ x: 4 * Math.cos(t) - Math.cos(4 * t),
332
+ y: 4 * Math.sin(t) - Math.sin(4 * t)
333
+ };
334
+ }
335
+ function lame(t, time, _params) {
336
+ const p = 1.75 + 1.25 * Math.sin(time * 0.48);
337
+ const c = Math.cos(t), s = Math.sin(t);
338
+ return {
339
+ x: Math.sign(c) * Math.pow(Math.abs(c), p),
340
+ y: Math.sign(s) * Math.pow(Math.abs(s), p)
341
+ };
342
+ }
297
343
  var curves = {
298
344
  artemis2: {
299
345
  name: "Artemis II",
@@ -330,6 +376,30 @@ var curves = {
330
376
  fn: rose3,
331
377
  period: TWO_PI2,
332
378
  speed: 1.15
379
+ },
380
+ lissajous32: {
381
+ name: "Lissajous 3:2",
382
+ fn: lissajous32,
383
+ period: TWO_PI2,
384
+ speed: 2
385
+ },
386
+ lissajous43: {
387
+ name: "Lissajous 4:3",
388
+ fn: lissajous43,
389
+ period: TWO_PI2,
390
+ speed: 1.8
391
+ },
392
+ epicycloid3: {
393
+ name: "Epicycloid (n=3)",
394
+ fn: epicycloid3,
395
+ period: TWO_PI2,
396
+ speed: 0.75
397
+ },
398
+ lame: {
399
+ name: "Lam\xE9 Curve",
400
+ fn: lame,
401
+ period: TWO_PI2,
402
+ speed: 1
333
403
  }
334
404
  };
335
405