@sarmal/core 0.4.2 → 0.5.0
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/dist/auto-init.cjs +92 -50
- package/dist/auto-init.cjs.map +1 -1
- package/dist/auto-init.d.cts +2 -1
- package/dist/auto-init.d.ts +2 -1
- package/dist/auto-init.js +91 -49
- package/dist/auto-init.js.map +1 -1
- package/dist/index.cjs +108 -58
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +151 -160
- package/dist/index.d.ts +151 -160
- package/dist/index.js +107 -57
- package/dist/index.js.map +1 -1
- package/package.json +1 -1
package/dist/index.cjs.map
CHANGED
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1
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type { CurveDef, Engine, Point, SeekOptions, SeekWithTrailOptions } 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 seek(newT: number, { clearTrail = false }: SeekOptions = {}) {\n t = ((newT % curve.period) + curve.period) % curve.period;\n if (clearTrail) {\n trail.clear();\n }\n },\n\n seekWithTrail(\n targetT: number,\n { wrap = false, step = curve.period / trailLength }: SeekWithTrailOptions = {},\n ) {\n const advance = curve.speed * step;\n const target = ((targetT % curve.period) + curve.period) % curve.period;\n const targetTime = target / curve.speed;\n\n t = target;\n actualTime = targetTime;\n trail.clear();\n\n const pointsFromStart = Math.floor(target / advance) + 1;\n const count = wrap ? trailLength : Math.min(trailLength, pointsFromStart);\n\n for (let i = count - 1; i >= 0; i--) {\n const sampleT = target - i * advance;\n const wrappedT = sampleT < 0 ? sampleT + curve.period : sampleT;\n const time = targetTime - i * step;\n const point = curve.fn(wrappedT, time, {});\n\n trail.push(point.x, point.y);\n }\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;\n// TODO: Re-evaluate glow implementation. Current approach looks TERRIBLE!\n// Consider: remove glow entirely, replace with a sharper bloom, or make it opt-in only (default 0).\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 */\nexport function 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)},${DEFAULT_SKELETON_OPACITY})`;\n skeletonCtx.lineWidth = 1.5;\n skeletonCtx.beginPath();\n\n const first = skeleton[0]!;\n skeletonCtx.moveTo(first.x * scale + offsetX, first.y * scale + offsetY);\n\n for (let i = 1; i < skeleton.length; i++) {\n const p = skeleton[i]!;\n skeletonCtx.lineTo(p.x * scale + offsetX, p.y * scale + offsetY);\n }\n\n skeletonCtx.stroke();\n }\n\n function drawSkeleton() {\n if (!skeletonCanvas || opts.skeletonColor === \"transparent\") {\n return;\n }\n\n ctx.drawImage(skeletonCanvas, 0, 0);\n }\n\n function drawTrail() {\n if (trailCount < 2) {\n return;\n }\n\n // Set constant state once outside the batch loop\n ctx.lineJoin = \"round\";\n ctx.lineCap = \"round\";\n\n for (let batchIndex = 0; batchIndex < trailCount - 1; batchIndex += TRAIL_BATCH_SIZE) {\n const bEnd = Math.min(batchIndex + TRAIL_BATCH_SIZE, trailCount - 1);\n /** Normalized position of this batch along the trail (0 = tail, 1 = head) */\n const progress = (batchIndex + bEnd) / 2 / (trailCount - 1);\n const alpha = Math.pow(progress, TRAIL_FADE_CURVE) * TRAIL_MAX_OPACITY;\n const lineWidth = TRAIL_MIN_WIDTH + progress * (TRAIL_MAX_WIDTH - TRAIL_MIN_WIDTH);\n\n ctx.beginPath();\n for (let i = batchIndex; i <= bEnd; i++) {\n const point = trail[i]!;\n\n if (i === batchIndex) {\n ctx.moveTo(point.x * scale + offsetX, point.y * scale + offsetY);\n } else {\n ctx.lineTo(point.x * scale + offsetX, point.y * scale + offsetY);\n }\n }\n\n // ! AI Note\n // FIXME: still allocates a new string every batch every frame (~20x/frame).\n // `trailRgb` avoids re-parsing the hex, but alpha is a continuous float so the full\n // rgba string can't be pre-computed. Fix: discretize alpha into N buckets at init\n // and do a lookup (e.g. trailColors[Math.round(progress * N)]) instead of a template literal.\n ctx.strokeStyle = `rgba(${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 = Math.min((now - lastTime) / 1000, 1 / 30);\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 seek(t, options) {\n engine.seek(t, options);\n },\n\n seekWithTrail(t) {\n engine.seekWithTrail(t);\n },\n };\n}\n","import type { CurveDef, Engine, Point, SarmalInstance } from \"./types\";\nimport { createEngine } from \"./engine\";\n\nconst TRAIL_BATCH_COUNT = 12;\n/** Higher values = sharper fade near the tail */\nconst TRAIL_FADE_CURVE = 1.5;\nconst TRAIL_MAX_OPACITY = 0.88;\n/** Stroke width at the tail */\nconst TRAIL_MIN_WIDTH = 0.5;\n/** Stroke width at the head */\nconst TRAIL_MAX_WIDTH = 2.5;\nconst DEFAULT_SKELETON_OPACITY = 0.15;\nconst DEFAULT_GLOW_INNER_STOP = 0.4;\nconst DEFAULT_GLOW_FALLOFF_OPACITY = 0.53;\n/** Fraction of the bounding box added as padding when auto-fitting the curve */\nconst FIT_PADDING = 0.1;\n\nlet instanceCount = 0;\n\nexport interface SVGRendererOptions {\n /** Container element that will contain the SVG */\n container: Element;\n engine: Engine;\n /** @default '#ffffff' */\n skeletonColor?: string;\n /** @default '#ffffff' */\n trailColor?: string;\n /** @default '#ffffff' */\n headColor?: string;\n /** @default 4 */\n headRadius?: number;\n /** @default 20 */\n glowSize?: number;\n /** @default 'Loading' */\n ariaLabel?: string;\n}\n\nexport interface SVGSarmalOptions extends Omit<SVGRendererOptions, \"container\" | \"engine\"> {\n /** @default 120 */\n trailLength?: number;\n}\n\nfunction el(tag: string): SVGElement {\n return document.createElementNS(\"http://www.w3.org/2000/svg\", tag);\n}\n\n/**\n * Creates a live SVG renderer for sarmal animations\n * The SVG is appended into `container` and updated each frame via **requestAnimationFrame**\n */\nexport function createSVGRenderer(options: SVGRendererOptions): SarmalInstance {\n const { container, engine } = options;\n const opts = {\n skeletonColor: options.skeletonColor ?? \"#ffffff\",\n trailColor: options.trailColor ?? \"#ffffff\",\n headColor: options.headColor ?? \"#ffffff\",\n headRadius: options.headRadius ?? 4,\n glowSize: options.glowSize ?? 20,\n ariaLabel: options.ariaLabel ?? \"Loading\",\n };\n\n // Unique per-instance ID prevents ID collisions of multiple instances\n const uid = ++instanceCount;\n const gradientId = `sarmal-glow-${uid}`;\n\n const rect = container.getBoundingClientRect();\n const width = rect.width || 200;\n const height = rect.height || 200;\n\n const svg = el(\"svg\") as SVGSVGElement;\n svg.setAttribute(\"width\", String(width));\n svg.setAttribute(\"height\", String(height));\n svg.setAttribute(\"viewBox\", `0 0 ${width} ${height}`);\n svg.setAttribute(\"role\", \"img\");\n svg.setAttribute(\"aria-label\", opts.ariaLabel);\n\n const titleEl = el(\"title\");\n titleEl.textContent = opts.ariaLabel;\n svg.appendChild(titleEl);\n\n const defs = el(\"defs\");\n const gradient = el(\"radialGradient\") as SVGRadialGradientElement;\n gradient.id = gradientId;\n gradient.setAttribute(\"cx\", \"50%\");\n gradient.setAttribute(\"cy\", \"50%\");\n gradient.setAttribute(\"r\", \"50%\");\n const stop0 = el(\"stop\");\n stop0.setAttribute(\"offset\", \"0%\");\n stop0.setAttribute(\"stop-color\", opts.headColor);\n stop0.setAttribute(\"stop-opacity\", \"1\");\n const stopMid = el(\"stop\");\n stopMid.setAttribute(\"offset\", `${DEFAULT_GLOW_INNER_STOP * 100}%`);\n stopMid.setAttribute(\"stop-color\", opts.headColor);\n stopMid.setAttribute(\"stop-opacity\", String(DEFAULT_GLOW_FALLOFF_OPACITY));\n const stop1 = el(\"stop\");\n stop1.setAttribute(\"offset\", \"100%\");\n stop1.setAttribute(\"stop-color\", opts.headColor);\n stop1.setAttribute(\"stop-opacity\", \"0\");\n gradient.append(stop0, stopMid, stop1);\n defs.appendChild(gradient);\n svg.appendChild(defs);\n\n const skeletonPath = el(\"path\") as SVGPathElement;\n skeletonPath.setAttribute(\"fill\", \"none\");\n skeletonPath.setAttribute(\"stroke\", opts.skeletonColor);\n skeletonPath.setAttribute(\"stroke-opacity\", String(DEFAULT_SKELETON_OPACITY));\n skeletonPath.setAttribute(\"stroke-width\", \"1.5\");\n svg.appendChild(skeletonPath);\n\n const trailPaths: SVGPathElement[] = [];\n for (let i = 0; i < TRAIL_BATCH_COUNT; i++) {\n const path = el(\"path\") as SVGPathElement;\n path.setAttribute(\"fill\", \"none\");\n path.setAttribute(\"stroke\", opts.trailColor);\n path.setAttribute(\"stroke-linecap\", \"round\");\n path.setAttribute(\"stroke-linejoin\", \"round\");\n svg.appendChild(path);\n trailPaths.push(path);\n }\n\n const glowCircle = el(\"circle\") as SVGCircleElement;\n glowCircle.setAttribute(\"fill\", `url(#${gradientId})`);\n glowCircle.setAttribute(\"r\", String(opts.glowSize));\n svg.appendChild(glowCircle);\n\n const headCircle = el(\"circle\") as SVGCircleElement;\n headCircle.setAttribute(\"fill\", opts.headColor);\n headCircle.setAttribute(\"r\", String(opts.headRadius));\n svg.appendChild(headCircle);\n\n container.appendChild(svg);\n\n let scale = 1;\n let offsetX = 0;\n let offsetY = 0;\n\n function calculateBoundaries(skeleton: Point[]) {\n if (skeleton.length === 0) {\n return;\n }\n\n const first = skeleton[0]!;\n let minX = first.x,\n maxX = first.x,\n minY = first.y,\n maxY = first.y;\n\n for (const p of skeleton) {\n if (p.x < minX) {\n minX = p.x;\n }\n\n if (p.x > maxX) {\n maxX = p.x;\n }\n\n if (p.y < minY) {\n minY = p.y;\n }\n\n if (p.y > maxY) {\n maxY = p.y;\n }\n }\n\n const w = maxX - minX;\n const h = maxY - minY;\n const scaleX = width / (w * (1 + FIT_PADDING * 2));\n const scaleY = height / (h * (1 + FIT_PADDING * 2));\n\n scale = Math.min(scaleX, scaleY);\n offsetX = (width - w * scale) / 2 - minX * scale;\n offsetY = (height - h * scale) / 2 - minY * scale;\n }\n\n // TODO: might avoid code repetition\n function px(p: Point) {\n return (p.x * scale + offsetX).toFixed(2);\n }\n function py(p: Point) {\n return (p.y * scale + offsetY).toFixed(2);\n }\n\n const skeleton = engine.getSarmalSkeleton();\n calculateBoundaries(skeleton);\n\n if (skeleton.length >= 2) {\n let d = `M${px(skeleton[0]!)} ${py(skeleton[0]!)}`;\n\n for (let i = 1; i < skeleton.length; i++) {\n d += ` L${px(skeleton[i]!)} ${py(skeleton[i]!)}`;\n }\n d += \" Z\";\n\n skeletonPath.setAttribute(\"d\", d);\n }\n\n function updateTrail(trail: Point[], trailCount: number) {\n if (trailCount < 2) {\n for (const p of trailPaths) {\n p.setAttribute(\"d\", \"\");\n }\n\n return;\n }\n const batchSize = Math.ceil(trailCount / TRAIL_BATCH_COUNT);\n\n for (let b = 0; b < TRAIL_BATCH_COUNT; b++) {\n const start = b * batchSize;\n const end = Math.min(start + batchSize, trailCount - 1);\n if (start >= trailCount - 1) {\n trailPaths[b]!.setAttribute(\"d\", \"\");\n continue;\n }\n const progress = (start + end) / 2 / (trailCount - 1);\n const opacity = Math.pow(progress, TRAIL_FADE_CURVE) * TRAIL_MAX_OPACITY;\n const strokeWidth = TRAIL_MIN_WIDTH + progress * (TRAIL_MAX_WIDTH - TRAIL_MIN_WIDTH);\n\n let d = `M${px(trail[start]!)} ${py(trail[start]!)}`;\n for (let i = start + 1; i <= end; i++) {\n d += ` L${px(trail[i]!)} ${py(trail[i]!)}`;\n }\n\n trailPaths[b]!.setAttribute(\"d\", d);\n trailPaths[b]!.setAttribute(\"stroke-opacity\", opacity.toFixed(3));\n trailPaths[b]!.setAttribute(\"stroke-width\", strokeWidth.toFixed(2));\n }\n }\n\n function updateHead(trail: Point[], trailCount: number) {\n if (trailCount === 0) {\n return;\n }\n\n const head = trail[trailCount - 1]!;\n const x = px(head);\n const y = py(head);\n\n glowCircle.setAttribute(\"cx\", x);\n glowCircle.setAttribute(\"cy\", y);\n headCircle.setAttribute(\"cx\", x);\n headCircle.setAttribute(\"cy\", y);\n }\n\n let animationId: number | null = null;\n let lastTime = 0;\n const prefersReducedMotion =\n typeof window !== \"undefined\" && window.matchMedia(\"(prefers-reduced-motion: reduce)\").matches;\n\n function renderFrame() {\n const now = performance.now();\n const dt = Math.min((now - lastTime) / 1000, 1 / 30);\n lastTime = now;\n\n const trail = engine.tick(dt);\n const trailCount = engine.trailCount;\n\n updateTrail(trail, trailCount);\n updateHead(trail, trailCount);\n\n if (!prefersReducedMotion) {\n animationId = requestAnimationFrame(renderFrame);\n }\n }\n\n return {\n start() {\n if (animationId !== null) {\n return;\n }\n lastTime = performance.now();\n renderFrame();\n },\n\n stop() {\n if (animationId === null) {\n return;\n }\n cancelAnimationFrame(animationId);\n animationId = null;\n },\n\n reset() {\n engine.reset();\n },\n\n destroy() {\n if (animationId !== null) {\n cancelAnimationFrame(animationId);\n animationId = null;\n }\n svg.remove();\n },\n\n seek(t, options) {\n engine.seek(t, options);\n },\n\n seekWithTrail(t) {\n engine.seekWithTrail(t);\n },\n };\n}\n\n/**\n * Creates a sarmal animation inside a container element using an SVG renderer\n * The SVG is appended to the container and animated via requestAnimationFrame\n *\n * @example\n * ```ts\n * import { createSarmalSVG, curves } from '@sarmal/core'\n * const sarmal = createSarmalSVG(document.getElementById('spinner'), curves.epitrochoid7)\n * sarmal.start()\n * ```\n */\nexport function createSarmalSVG(\n container: Element,\n curveDef: CurveDef,\n options?: SVGSarmalOptions,\n): SarmalInstance {\n const { trailLength, ...rendererOpts } = options ?? {};\n const engine = createEngine(curveDef, trailLength);\n return createSVGRenderer({ container, engine, ...rendererOpts });\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 SeekOptions,\n SeekWithTrailOptions,\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"]}
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type { CurveDef, Engine, Point, SeekOptions, SeekWithTrailOptions } 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 skeleton: curveDef.skeleton,\n skeletonFn: curveDef.skeletonFn,\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 get isLiveSkeleton() {\n return curve.skeleton === \"live\";\n },\n\n reset() {\n t = 0;\n actualTime = 0;\n trail.clear();\n },\n\n seek(newT: number, { clearTrail = false }: SeekOptions = {}) {\n t = ((newT % curve.period) + curve.period) % curve.period;\n if (clearTrail) {\n trail.clear();\n }\n },\n\n seekWithTrail(\n targetT: number,\n { wrap = false, step = curve.period / trailLength }: SeekWithTrailOptions = {},\n ) {\n const advance = curve.speed * step;\n const target = ((targetT % curve.period) + curve.period) % curve.period;\n const targetTime = target / curve.speed;\n\n t = target;\n actualTime = targetTime;\n trail.clear();\n\n const pointsFromStart = Math.floor(target / advance) + 1;\n const count = wrap ? trailLength : Math.min(trailLength, pointsFromStart);\n\n for (let i = count - 1; i >= 0; i--) {\n const sampleT = target - i * advance;\n const wrappedT = sampleT < 0 ? sampleT + curve.period : sampleT;\n const time = targetTime - i * step;\n const point = curve.fn(wrappedT, time, {});\n\n trail.push(point.x, point.y);\n }\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\n if (curve.skeletonFn) {\n for (let i = 0; i < steps; i++) {\n const sampleT = (i / (steps - 1)) * curve.period;\n points[i] = curve.skeletonFn(sampleT);\n }\n } else if (curve.skeleton === \"live\") {\n for (let i = 0; i < steps; i++) {\n const sampleT = (i / (steps - 1)) * curve.period;\n points[i] = curve.fn(sampleT, actualTime, {});\n }\n } else {\n for (let i = 0; i < steps; i++) {\n const sampleT = (i / (steps - 1)) * curve.period;\n points[i] = curve.fn(sampleT, 0, {});\n }\n }\n\n return points;\n },\n };\n}\n","import type { Point, RendererOptions, SarmalInstance } from \"./types\";\n\nconst DEFAULT_HEAD_RADIUS = 4;\n// TODO: Re-evaluate glow implementation. Current approach looks TERRIBLE!\n// Consider: remove glow entirely, replace with a sharper bloom, or make it opt-in only (default 0).\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 */\nexport function 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 (opts.skeletonColor === \"transparent\") {\n return;\n }\n\n if (engine.isLiveSkeleton) {\n // Live skeletons change each frame\n // ! `skeleton` is already updated for this frame in `render()` before `drawSkeleton()` is called\n if (skeleton.length < 2) {\n return;\n }\n\n ctx.strokeStyle = `rgba(${hexToRgbComponents(opts.skeletonColor)},${DEFAULT_SKELETON_OPACITY})`;\n ctx.lineWidth = 1.5;\n ctx.beginPath();\n\n const first = skeleton[0]!;\n ctx.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 ctx.lineTo(p.x * scale + offsetX, p.y * scale + offsetY);\n }\n\n ctx.stroke();\n } else if (skeletonCanvas) {\n ctx.drawImage(skeletonCanvas, 0, 0);\n }\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 = Math.min((now - lastTime) / 1000, 1 / 30);\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 if (engine.isLiveSkeleton) {\n // ! \"live\" skeletons change shape, so we need to recalculate boundaries each frame\n skeleton = engine.getSarmalSkeleton();\n calculateBoundaries();\n }\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\n if (!engine.isLiveSkeleton) {\n buildSkeletonCanvas();\n }\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 seek(t, options) {\n engine.seek(t, options);\n },\n\n seekWithTrail(t) {\n engine.seekWithTrail(t);\n },\n };\n}\n","import type { CurveDef, Engine, Point, SarmalInstance } from \"./types\";\nimport { createEngine } from \"./engine\";\n\nconst TRAIL_BATCH_COUNT = 12;\n/** Higher values = sharper fade near the tail */\nconst TRAIL_FADE_CURVE = 1.5;\nconst TRAIL_MAX_OPACITY = 0.88;\n/** Stroke width at the tail */\nconst TRAIL_MIN_WIDTH = 0.5;\n/** Stroke width at the head */\nconst TRAIL_MAX_WIDTH = 2.5;\nconst DEFAULT_SKELETON_OPACITY = 0.15;\nconst DEFAULT_GLOW_INNER_STOP = 0.4;\nconst DEFAULT_GLOW_FALLOFF_OPACITY = 0.53;\n/** Fraction of the bounding box added as padding when auto-fitting the curve */\nconst FIT_PADDING = 0.1;\n\nlet instanceCount = 0;\n\nexport interface SVGRendererOptions {\n /** Container element that will contain the SVG */\n container: Element;\n engine: Engine;\n /** @default '#ffffff' */\n skeletonColor?: string;\n /** @default '#ffffff' */\n trailColor?: string;\n /** @default '#ffffff' */\n headColor?: string;\n /** @default 4 */\n headRadius?: number;\n /** @default 20 */\n glowSize?: number;\n /** @default 'Loading' */\n ariaLabel?: string;\n}\n\nexport interface SVGSarmalOptions extends Omit<SVGRendererOptions, \"container\" | \"engine\"> {\n /** @default 120 */\n trailLength?: number;\n}\n\nfunction el(tag: string): SVGElement {\n return document.createElementNS(\"http://www.w3.org/2000/svg\", tag);\n}\n\n/**\n * Creates a live SVG renderer for sarmal animations\n * The SVG is appended into `container` and updated each frame via **requestAnimationFrame**\n */\nexport function createSVGRenderer(options: SVGRendererOptions): SarmalInstance {\n const { container, engine } = options;\n const opts = {\n skeletonColor: options.skeletonColor ?? \"#ffffff\",\n trailColor: options.trailColor ?? \"#ffffff\",\n headColor: options.headColor ?? \"#ffffff\",\n headRadius: options.headRadius ?? 4,\n glowSize: options.glowSize ?? 20,\n ariaLabel: options.ariaLabel ?? \"Loading\",\n };\n\n // Unique per-instance ID prevents ID collisions of multiple instances\n const uid = ++instanceCount;\n const gradientId = `sarmal-glow-${uid}`;\n\n const rect = container.getBoundingClientRect();\n const width = rect.width || 200;\n const height = rect.height || 200;\n\n const svg = el(\"svg\") as SVGSVGElement;\n svg.setAttribute(\"width\", String(width));\n svg.setAttribute(\"height\", String(height));\n svg.setAttribute(\"viewBox\", `0 0 ${width} ${height}`);\n svg.setAttribute(\"role\", \"img\");\n svg.setAttribute(\"aria-label\", opts.ariaLabel);\n\n const titleEl = el(\"title\");\n titleEl.textContent = opts.ariaLabel;\n svg.appendChild(titleEl);\n\n const defs = el(\"defs\");\n const gradient = el(\"radialGradient\") as SVGRadialGradientElement;\n gradient.id = gradientId;\n gradient.setAttribute(\"cx\", \"50%\");\n gradient.setAttribute(\"cy\", \"50%\");\n gradient.setAttribute(\"r\", \"50%\");\n const stop0 = el(\"stop\");\n stop0.setAttribute(\"offset\", \"0%\");\n stop0.setAttribute(\"stop-color\", opts.headColor);\n stop0.setAttribute(\"stop-opacity\", \"1\");\n const stopMid = el(\"stop\");\n stopMid.setAttribute(\"offset\", `${DEFAULT_GLOW_INNER_STOP * 100}%`);\n stopMid.setAttribute(\"stop-color\", opts.headColor);\n stopMid.setAttribute(\"stop-opacity\", String(DEFAULT_GLOW_FALLOFF_OPACITY));\n const stop1 = el(\"stop\");\n stop1.setAttribute(\"offset\", \"100%\");\n stop1.setAttribute(\"stop-color\", opts.headColor);\n stop1.setAttribute(\"stop-opacity\", \"0\");\n gradient.append(stop0, stopMid, stop1);\n defs.appendChild(gradient);\n svg.appendChild(defs);\n\n const skeletonPath = el(\"path\") as SVGPathElement;\n skeletonPath.setAttribute(\"fill\", \"none\");\n skeletonPath.setAttribute(\"stroke\", opts.skeletonColor);\n skeletonPath.setAttribute(\"stroke-opacity\", String(DEFAULT_SKELETON_OPACITY));\n skeletonPath.setAttribute(\"stroke-width\", \"1.5\");\n svg.appendChild(skeletonPath);\n\n const trailPaths: SVGPathElement[] = [];\n for (let i = 0; i < TRAIL_BATCH_COUNT; i++) {\n const path = el(\"path\") as SVGPathElement;\n path.setAttribute(\"fill\", \"none\");\n path.setAttribute(\"stroke\", opts.trailColor);\n path.setAttribute(\"stroke-linecap\", \"round\");\n path.setAttribute(\"stroke-linejoin\", \"round\");\n svg.appendChild(path);\n trailPaths.push(path);\n }\n\n const glowCircle = el(\"circle\") as SVGCircleElement;\n glowCircle.setAttribute(\"fill\", `url(#${gradientId})`);\n glowCircle.setAttribute(\"r\", String(opts.glowSize));\n svg.appendChild(glowCircle);\n\n const headCircle = el(\"circle\") as SVGCircleElement;\n headCircle.setAttribute(\"fill\", opts.headColor);\n headCircle.setAttribute(\"r\", String(opts.headRadius));\n svg.appendChild(headCircle);\n\n container.appendChild(svg);\n\n let scale = 1;\n let offsetX = 0;\n let offsetY = 0;\n\n function calculateBoundaries(skeleton: Point[]) {\n if (skeleton.length === 0) {\n return;\n }\n\n const first = skeleton[0]!;\n let minX = first.x,\n maxX = first.x,\n minY = first.y,\n maxY = first.y;\n\n for (const p of skeleton) {\n if (p.x < minX) {\n minX = p.x;\n }\n\n if (p.x > maxX) {\n maxX = p.x;\n }\n\n if (p.y < minY) {\n minY = p.y;\n }\n\n if (p.y > maxY) {\n maxY = p.y;\n }\n }\n\n const w = maxX - minX;\n const h = maxY - minY;\n const scaleX = width / (w * (1 + FIT_PADDING * 2));\n const scaleY = height / (h * (1 + FIT_PADDING * 2));\n\n scale = Math.min(scaleX, scaleY);\n offsetX = (width - w * scale) / 2 - minX * scale;\n offsetY = (height - h * scale) / 2 - minY * scale;\n }\n\n // TODO: might avoid code repetition\n function px(p: Point) {\n return (p.x * scale + offsetX).toFixed(2);\n }\n function py(p: Point) {\n return (p.y * scale + offsetY).toFixed(2);\n }\n\n function updateSkeleton(skeleton: Point[]) {\n if (skeleton.length < 2) {\n skeletonPath.setAttribute(\"d\", \"\");\n return;\n }\n\n let d = `M${px(skeleton[0]!)} ${py(skeleton[0]!)}`;\n\n for (let i = 1; i < skeleton.length; i++) {\n d += ` L${px(skeleton[i]!)} ${py(skeleton[i]!)}`;\n }\n d += \" Z\";\n\n skeletonPath.setAttribute(\"d\", d);\n }\n\n const skeleton = engine.getSarmalSkeleton();\n calculateBoundaries(skeleton);\n\n if (!engine.isLiveSkeleton) {\n updateSkeleton(skeleton);\n }\n\n function updateTrail(trail: Point[], trailCount: number) {\n if (trailCount < 2) {\n for (const p of trailPaths) {\n p.setAttribute(\"d\", \"\");\n }\n\n return;\n }\n const batchSize = Math.ceil(trailCount / TRAIL_BATCH_COUNT);\n\n for (let b = 0; b < TRAIL_BATCH_COUNT; b++) {\n const start = b * batchSize;\n const end = Math.min(start + batchSize, trailCount - 1);\n if (start >= trailCount - 1) {\n trailPaths[b]!.setAttribute(\"d\", \"\");\n continue;\n }\n const progress = (start + end) / 2 / (trailCount - 1);\n const opacity = Math.pow(progress, TRAIL_FADE_CURVE) * TRAIL_MAX_OPACITY;\n const strokeWidth = TRAIL_MIN_WIDTH + progress * (TRAIL_MAX_WIDTH - TRAIL_MIN_WIDTH);\n\n let d = `M${px(trail[start]!)} ${py(trail[start]!)}`;\n for (let i = start + 1; i <= end; i++) {\n d += ` L${px(trail[i]!)} ${py(trail[i]!)}`;\n }\n\n trailPaths[b]!.setAttribute(\"d\", d);\n trailPaths[b]!.setAttribute(\"stroke-opacity\", opacity.toFixed(3));\n trailPaths[b]!.setAttribute(\"stroke-width\", strokeWidth.toFixed(2));\n }\n }\n\n function updateHead(trail: Point[], trailCount: number) {\n if (trailCount === 0) {\n return;\n }\n\n const head = trail[trailCount - 1]!;\n const x = px(head);\n const y = py(head);\n\n glowCircle.setAttribute(\"cx\", x);\n glowCircle.setAttribute(\"cy\", y);\n headCircle.setAttribute(\"cx\", x);\n headCircle.setAttribute(\"cy\", y);\n }\n\n let animationId: number | null = null;\n let lastTime = 0;\n const prefersReducedMotion =\n typeof window !== \"undefined\" && window.matchMedia(\"(prefers-reduced-motion: reduce)\").matches;\n\n function renderFrame() {\n const now = performance.now();\n const dt = Math.min((now - lastTime) / 1000, 1 / 30);\n lastTime = now;\n\n const trail = engine.tick(dt);\n const trailCount = engine.trailCount;\n\n if (engine.isLiveSkeleton) {\n const liveSkeleton = engine.getSarmalSkeleton();\n\n calculateBoundaries(liveSkeleton);\n updateSkeleton(liveSkeleton);\n }\n\n updateTrail(trail, trailCount);\n updateHead(trail, trailCount);\n\n if (!prefersReducedMotion) {\n animationId = requestAnimationFrame(renderFrame);\n }\n }\n\n return {\n start() {\n if (animationId !== null) {\n return;\n }\n lastTime = performance.now();\n renderFrame();\n },\n\n stop() {\n if (animationId === null) {\n return;\n }\n cancelAnimationFrame(animationId);\n animationId = null;\n },\n\n reset() {\n engine.reset();\n },\n\n destroy() {\n if (animationId !== null) {\n cancelAnimationFrame(animationId);\n animationId = null;\n }\n svg.remove();\n },\n\n seek(t, options) {\n engine.seek(t, options);\n },\n\n seekWithTrail(t) {\n engine.seekWithTrail(t);\n },\n };\n}\n\n/**\n * Creates a sarmal animation inside a container element using an SVG renderer\n * The SVG is appended to the container and animated via requestAnimationFrame\n *\n * @example\n * ```ts\n * import { createSarmalSVG, curves } from '@sarmal/core'\n * const sarmal = createSarmalSVG(document.getElementById('spinner'), curves.epitrochoid7)\n * sarmal.start()\n * ```\n */\nexport function createSarmalSVG(\n container: Element,\n curveDef: CurveDef,\n options?: SVGSarmalOptions,\n): SarmalInstance {\n const { trailLength, ...rendererOpts } = options ?? {};\n const engine = createEngine(curveDef, trailLength);\n return createSVGRenderer({ container, engine, ...rendererOpts });\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 epitrochoid7Skeleton(t: number): Point {\n // average of the oscillating range for a stable base shape\n const d = 1.275;\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 skeletonFn: epitrochoid7Skeleton,\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 skeleton: \"live\",\n },\n lissajous43: {\n name: \"Lissajous 4:3\",\n fn: lissajous43,\n period: TWO_PI,\n speed: 1.8,\n skeleton: \"live\",\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 skeleton: \"live\",\n },\n};\n","export type { SVGRendererOptions, SVGSarmalOptions } from \"./renderer-svg\";\nexport type {\n Point,\n CurveDef,\n Engine,\n SarmalInstance,\n SeekOptions,\n SeekWithTrailOptions,\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"]}
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name: string;
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fn: (t: number, time: number, params: Record<string, number>) => Point;
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/**
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* @default (Math.PI * 2)
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10
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*/
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period?: number;
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/**
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* @default 1
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*/
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speed?: number;
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/**
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* To indicate a compatible library version when providing the curve definitions
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* Intended for potential backwards compatibility scenarios and futureproofing
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*/
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version?: number;
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/**
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* Skeleton rendering mode:
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* - 'static': Skeleton is computed once at init from `fn(t, 0)` and cached
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* - 'live': Skeleton is recomputed each frame using `fn(t, actualTime)` specifically for curves whose shape drifts *over time*
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* @default "static"
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*/
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skeleton?: "static" | "live";
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/**
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* An **override** function for computing a skeleton independent of `fn`
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* If provided, this function is used instead of `fn` to sample the skeleton,
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* and the result is cached just like like 'static' mode
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* @param t The parametric time value from `0` to `period`
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* @returns The point on the skeleton at time `t`
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*/
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skeletonFn?: (t: number) => Point;
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}
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type SeekOptions = {
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/**
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* Decides whether the sarmal trail should be cleared when `seek` is called
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*/
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clearTrail?: boolean;
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};
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type SeekWithTrailOptions = {
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-
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-
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/**
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* When true, the trail wraps around the period boundary,
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* which results in a full trail even near `t=0`
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* By default, the trail stops at `t=0`, which results in a partial trail near the start
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* @default false
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*/
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wrap?: boolean;
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+
/**
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+
* Time gap between each trail point (in same units as `t`)
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53
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+
* Smaller value means a trail that is more dense
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54
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+
* @default period / trailLength
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55
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+
*/
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56
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+
step?: number;
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42
57
|
};
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43
58
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interface Engine {
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-
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85
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-
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86
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-
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59
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+
/**
|
|
60
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+
* Advances the Sarmal simulation by the given delta time (dt) in seconds.
|
|
61
|
+
* Internally, this increases the simulation time `t` by `speed * dt`,
|
|
62
|
+
* wraps `t` at `period`, evaluates the curve's parametric function `fn(t)`,
|
|
63
|
+
* and appends the new point to the trail.
|
|
64
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+
* Returns the pre-allocated trail buffer, which has the *same* reference every call
|
|
65
|
+
* ! Do not use `Array.length` to determine size
|
|
66
|
+
* @param deltaTime Delta time in seconds (typically frame time from **requestAnimationFrame** or similar)
|
|
67
|
+
*/
|
|
68
|
+
tick(deltaTime: number): Array<Point>;
|
|
69
|
+
/**
|
|
70
|
+
* Number of valid points in the trail buffer returned by the last `tick()` call
|
|
71
|
+
* ! Use this instead of `trail.length`
|
|
72
|
+
*/
|
|
73
|
+
readonly trailCount: number;
|
|
74
|
+
/**
|
|
75
|
+
* Resets the simulation state, by clearing the trail and reverting internal time `t` to 0.
|
|
76
|
+
* The next call to `tick` will start fresh from the beginning of the curve.
|
|
77
|
+
*/
|
|
78
|
+
reset(): void;
|
|
79
|
+
/**
|
|
80
|
+
* Returns the *skeleton* of the curve.
|
|
81
|
+
* In technicality, it just represents the complete traversal of the curve over one full period,
|
|
82
|
+
* which is sampled at points from `t=0` to `t=period`
|
|
83
|
+
*
|
|
84
|
+
* For "static" skeletons, this returns the same array on every call
|
|
85
|
+
* For "live" skeletons, this returns a different array each frame
|
|
86
|
+
* For `skeletonFn` overrides, this returns the skeleton from that function, which is *always* static
|
|
87
|
+
*
|
|
88
|
+
* The number of sample points is automatically derived from the curve's period.
|
|
89
|
+
*/
|
|
90
|
+
getSarmalSkeleton(): Array<Point>;
|
|
91
|
+
readonly isLiveSkeleton: boolean;
|
|
92
|
+
/**
|
|
93
|
+
* Sets the simulation time `t` directly to the specified value.
|
|
94
|
+
* By default, the trail is preserved
|
|
95
|
+
* @param t The time value to seek to (will be wrapped into [0, period))
|
|
96
|
+
*/
|
|
97
|
+
seek(t: number, options?: SeekOptions): void;
|
|
98
|
+
/**
|
|
99
|
+
* Seeks to `t` and rebuilds the trail as if the animation naturally arrived there from `t=0`
|
|
100
|
+
* @param t The time value to seek to (will be wrapped into [0, period))
|
|
101
|
+
*/
|
|
102
|
+
seekWithTrail(t: number, options?: SeekWithTrailOptions): void;
|
|
87
103
|
}
|
|
88
104
|
interface SarmalInstance {
|
|
89
|
-
|
|
90
|
-
|
|
91
|
-
|
|
92
|
-
|
|
93
|
-
|
|
94
|
-
|
|
95
|
-
|
|
96
|
-
|
|
97
|
-
|
|
98
|
-
|
|
99
|
-
|
|
100
|
-
|
|
101
|
-
|
|
102
|
-
|
|
103
|
-
|
|
104
|
-
|
|
105
|
-
|
|
105
|
+
start(): void;
|
|
106
|
+
stop(): void;
|
|
107
|
+
/** Resets the engine and clears the trail */
|
|
108
|
+
reset(): void;
|
|
109
|
+
/** Stops the animation and cleans up resources */
|
|
110
|
+
destroy(): void;
|
|
111
|
+
/**
|
|
112
|
+
* Sets the simulation time `t` directly to the specified value.
|
|
113
|
+
* By default, the trail is preserved
|
|
114
|
+
* @param t The time value to seek to (will be wrapped into [0, period))
|
|
115
|
+
*/
|
|
116
|
+
seek(t: number, options?: SeekOptions): void;
|
|
117
|
+
/**
|
|
118
|
+
* Seeks to `t` and rebuilds the trail as if the animation naturally arrived there from `t=0`
|
|
119
|
+
* @param t The time value to seek to (will be wrapped into [0, period))
|
|
120
|
+
*/
|
|
121
|
+
seekWithTrail(t: number, options?: SeekWithTrailOptions): void;
|
|
106
122
|
}
|
|
107
123
|
interface RendererOptions {
|
|
108
|
-
|
|
109
|
-
|
|
110
|
-
|
|
111
|
-
|
|
112
|
-
|
|
113
|
-
|
|
114
|
-
|
|
115
|
-
|
|
116
|
-
|
|
117
|
-
|
|
118
|
-
|
|
119
|
-
|
|
120
|
-
|
|
121
|
-
|
|
122
|
-
|
|
123
|
-
|
|
124
|
-
|
|
125
|
-
|
|
126
|
-
|
|
124
|
+
/** Target canvas element that will contain the Sarmal */
|
|
125
|
+
canvas: HTMLCanvasElement;
|
|
126
|
+
engine: Engine;
|
|
127
|
+
/**
|
|
128
|
+
* @default '#ffffff'
|
|
129
|
+
*/
|
|
130
|
+
skeletonColor?: string;
|
|
131
|
+
/**
|
|
132
|
+
* @default '#ffffff'
|
|
133
|
+
*/
|
|
134
|
+
trailColor?: string;
|
|
135
|
+
/**
|
|
136
|
+
* @default '#ffffff'
|
|
137
|
+
*/
|
|
138
|
+
headColor?: string;
|
|
139
|
+
/** @default 4 */
|
|
140
|
+
headRadius?: number;
|
|
141
|
+
/** @default 20 */
|
|
142
|
+
glowSize?: number;
|
|
127
143
|
}
|
|
128
144
|
interface SarmalOptions extends Omit<RendererOptions, "canvas" | "engine"> {
|
|
129
|
-
|
|
130
|
-
|
|
145
|
+
/** @default 120 */
|
|
146
|
+
trailLength?: number;
|
|
131
147
|
}
|
|
132
148
|
|
|
133
149
|
interface SVGRendererOptions {
|
|
134
|
-
|
|
135
|
-
|
|
136
|
-
|
|
137
|
-
|
|
138
|
-
|
|
139
|
-
|
|
140
|
-
|
|
141
|
-
|
|
142
|
-
|
|
143
|
-
|
|
144
|
-
|
|
145
|
-
|
|
146
|
-
|
|
147
|
-
|
|
148
|
-
|
|
150
|
+
/** Container element that will contain the SVG */
|
|
151
|
+
container: Element;
|
|
152
|
+
engine: Engine;
|
|
153
|
+
/** @default '#ffffff' */
|
|
154
|
+
skeletonColor?: string;
|
|
155
|
+
/** @default '#ffffff' */
|
|
156
|
+
trailColor?: string;
|
|
157
|
+
/** @default '#ffffff' */
|
|
158
|
+
headColor?: string;
|
|
159
|
+
/** @default 4 */
|
|
160
|
+
headRadius?: number;
|
|
161
|
+
/** @default 20 */
|
|
162
|
+
glowSize?: number;
|
|
163
|
+
/** @default 'Loading' */
|
|
164
|
+
ariaLabel?: string;
|
|
149
165
|
}
|
|
150
166
|
interface SVGSarmalOptions extends Omit<SVGRendererOptions, "container" | "engine"> {
|
|
151
|
-
|
|
152
|
-
|
|
167
|
+
/** @default 120 */
|
|
168
|
+
trailLength?: number;
|
|
153
169
|
}
|
|
154
170
|
/**
|
|
155
171
|
* Creates a live SVG renderer for sarmal animations
|
|
@@ -167,11 +183,7 @@ declare function createSVGRenderer(options: SVGRendererOptions): SarmalInstance;
|
|
|
167
183
|
* sarmal.start()
|
|
168
184
|
* ```
|
|
169
185
|
*/
|
|
170
|
-
declare function createSarmalSVG(
|
|
171
|
-
container: Element,
|
|
172
|
-
curveDef: CurveDef,
|
|
173
|
-
options?: SVGSarmalOptions,
|
|
174
|
-
): SarmalInstance;
|
|
186
|
+
declare function createSarmalSVG(container: Element, curveDef: CurveDef, options?: SVGSarmalOptions): SarmalInstance;
|
|
175
187
|
|
|
176
188
|
/**
|
|
177
189
|
* Creates the core simulation engine for a sarmal
|
|
@@ -205,27 +217,6 @@ declare const curves: Record<string, CurveDef>;
|
|
|
205
217
|
* sarmal.start()
|
|
206
218
|
* ```
|
|
207
219
|
*/
|
|
208
|
-
declare function createSarmal(
|
|
209
|
-
canvas: HTMLCanvasElement,
|
|
210
|
-
curveDef: CurveDef,
|
|
211
|
-
options?: SarmalOptions,
|
|
212
|
-
): SarmalInstance;
|
|
220
|
+
declare function createSarmal(canvas: HTMLCanvasElement, curveDef: CurveDef, options?: SarmalOptions): SarmalInstance;
|
|
213
221
|
|
|
214
|
-
export {
|
|
215
|
-
type CurveDef,
|
|
216
|
-
type Engine,
|
|
217
|
-
type Point,
|
|
218
|
-
type RendererOptions,
|
|
219
|
-
type SVGRendererOptions,
|
|
220
|
-
type SVGSarmalOptions,
|
|
221
|
-
type SarmalInstance,
|
|
222
|
-
type SarmalOptions,
|
|
223
|
-
type SeekOptions,
|
|
224
|
-
type SeekWithTrailOptions,
|
|
225
|
-
createEngine,
|
|
226
|
-
createRenderer,
|
|
227
|
-
createSVGRenderer,
|
|
228
|
-
createSarmal,
|
|
229
|
-
createSarmalSVG,
|
|
230
|
-
curves,
|
|
231
|
-
};
|
|
222
|
+
export { type CurveDef, type Engine, type Point, type RendererOptions, type SVGRendererOptions, type SVGSarmalOptions, type SarmalInstance, type SarmalOptions, type SeekOptions, type SeekWithTrailOptions, createEngine, createRenderer, createSVGRenderer, createSarmal, createSarmalSVG, curves };
|