@sarmal/core 0.5.0 → 0.7.0

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@@ -44,8 +44,8 @@ var CircularBuffer = class {
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  return this.count;
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  }
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  };
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- function createEngine(curveDef, trailLength = 120) {
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- const curve = {
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+ function resolveCurve(curveDef) {
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+ return {
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  name: curveDef.name,
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  fn: curveDef.fn,
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  period: curveDef.period ?? TWO_PI,
@@ -53,15 +53,37 @@ function createEngine(curveDef, trailLength = 120) {
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  skeleton: curveDef.skeleton,
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  skeletonFn: curveDef.skeletonFn
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  };
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+ }
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+ function createEngine(curveDef, trailLength = 120) {
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+ let curve = resolveCurve(curveDef);
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  const trail = new CircularBuffer(trailLength);
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  let t = 0;
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  let actualTime = 0;
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+ let morphCurveB = null;
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+ let _morphAlpha = null;
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+ let _morphStrategy = "normalized";
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+ function sampleSkeleton(c, sampleT) {
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+ if (c.skeletonFn) {
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+ return c.skeletonFn(sampleT);
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+ }
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+ if (c.skeleton === "live") {
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+ return c.fn(sampleT, actualTime, {});
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+ }
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+ return c.fn(sampleT, 0, {});
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+ }
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  return {
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  tick(deltaTime) {
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  t = (t + curve.speed * deltaTime) % curve.period;
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  actualTime += deltaTime;
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- const point = curve.fn(t, actualTime, {});
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- trail.push(point.x, point.y);
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+ if (morphCurveB !== null && _morphAlpha !== null) {
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+ const a = curve.fn(t, actualTime, {});
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+ const tB = _morphStrategy === "normalized" ? t / curve.period * morphCurveB.period : t;
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+ const b = morphCurveB.fn(tB, actualTime, {});
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+ trail.push(a.x + (b.x - a.x) * _morphAlpha, a.y + (b.y - a.y) * _morphAlpha);
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+ } else {
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+ const point = curve.fn(t, actualTime, {});
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+ trail.push(point.x, point.y);
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+ }
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  return trail.toArray();
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  },
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  get trailCount() {
@@ -70,6 +92,9 @@ function createEngine(curveDef, trailLength = 120) {
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  get isLiveSkeleton() {
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  return curve.skeleton === "live";
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  },
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+ get morphAlpha() {
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+ return _morphAlpha;
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+ },
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  reset() {
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  t = 0;
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  actualTime = 0;
@@ -98,24 +123,62 @@ function createEngine(curveDef, trailLength = 120) {
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  trail.push(point.x, point.y);
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  }
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  },
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+ startMorph(target, strategy = "normalized") {
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+ const resolvedTarget = resolveCurve(target);
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+ if (morphCurveB !== null && _morphAlpha !== null) {
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+ const frozenAlpha = _morphAlpha;
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+ const frozenA = curve;
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+ const frozenB = morphCurveB;
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+ const frozenStrategy = _morphStrategy;
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+ curve = {
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+ ...frozenB,
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+ fn: (sampleT, time, params) => {
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+ const a = frozenA.fn(sampleT, time, params);
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+ const tB = frozenStrategy === "normalized" ? sampleT / frozenA.period * frozenB.period : sampleT;
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+ const b = frozenB.fn(tB, time, params);
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+ return {
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+ x: a.x + (b.x - a.x) * frozenAlpha,
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+ y: a.y + (b.y - a.y) * frozenAlpha
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+ };
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+ }
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+ };
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+ }
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+ _morphStrategy = strategy;
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+ morphCurveB = resolvedTarget;
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+ _morphAlpha = 0;
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+ },
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+ setMorphAlpha(alpha) {
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+ _morphAlpha = alpha;
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+ },
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+ completeMorph() {
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+ if (morphCurveB !== null) {
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+ if (_morphStrategy === "normalized" && curve.period !== morphCurveB.period) {
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+ t = t / curve.period * morphCurveB.period;
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+ }
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+ curve = morphCurveB;
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+ }
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+ morphCurveB = null;
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+ _morphAlpha = null;
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+ },
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  getSarmalSkeleton() {
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  const steps = Math.ceil(curve.period * POINTS_PER_PERIOD_UNIT);
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  const points = new Array(steps);
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- if (curve.skeletonFn) {
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- for (let i = 0; i < steps; i++) {
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- const sampleT = i / (steps - 1) * curve.period;
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- points[i] = curve.skeletonFn(sampleT);
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- }
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- } else if (curve.skeleton === "live") {
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- for (let i = 0; i < steps; i++) {
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- const sampleT = i / (steps - 1) * curve.period;
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- points[i] = curve.fn(sampleT, actualTime, {});
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- }
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- } else {
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+ if (morphCurveB !== null && _morphAlpha !== null) {
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  for (let i = 0; i < steps; i++) {
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  const sampleT = i / (steps - 1) * curve.period;
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- points[i] = curve.fn(sampleT, 0, {});
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+ const a = sampleSkeleton(curve, sampleT);
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+ const tB = _morphStrategy === "normalized" ? sampleT / curve.period * morphCurveB.period : sampleT;
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+ const b = sampleSkeleton(morphCurveB, tB);
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+ points[i] = {
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+ x: a.x + (b.x - a.x) * _morphAlpha,
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+ y: a.y + (b.y - a.y) * _morphAlpha
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+ };
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  }
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+ return points;
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+ }
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+ for (let i = 0; i < steps; i++) {
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+ const sampleT = i / (steps - 1) * curve.period;
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+ points[i] = sampleSkeleton(curve, sampleT);
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  }
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  return points;
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  }
@@ -123,6 +186,7 @@ function createEngine(curveDef, trailLength = 120) {
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  }
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  // src/renderer.ts
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+ var DEFAULT_MORPH_DURATION_MS = 300;
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  var DEFAULT_HEAD_RADIUS = 4;
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  var DEFAULT_GLOW_SIZE = 20;
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  var DEFAULT_SKELETON_COLOR = "#ffffff";
@@ -165,25 +229,20 @@ function createRenderer(options) {
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  let offsetY = 0;
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  let animationId = null;
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  let lastTime = 0;
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- function calculateBoundaries() {
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- if (skeleton.length === 0) {
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- return;
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- }
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- const first = skeleton[0];
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+ let morphResolve = null;
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+ let morphDurationMs = DEFAULT_MORPH_DURATION_MS;
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+ let morphAlpha = 0;
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+ let morphBoundsA = null;
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+ let morphBoundsB = null;
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+ function computeBoundaries(pts) {
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+ if (pts.length === 0) return null;
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+ const first = pts[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) {
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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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+ for (const p of pts) {
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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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  }
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  const width = maxX - minX;
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  const height = maxY - minY;
@@ -191,11 +250,22 @@ function createRenderer(options) {
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  const canvasHeight = canvas.height;
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  const scaleX = canvasWidth / (width * (1 + FIT_PADDING * 2));
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  const scaleY = canvasHeight / (height * (1 + FIT_PADDING * 2));
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- scale = Math.min(scaleX, scaleY);
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- const boundsWidth = width * scale;
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- const boundsHeight = height * scale;
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- offsetX = (canvasWidth - boundsWidth) / 2 - minX * scale;
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- offsetY = (canvasHeight - boundsHeight) / 2 - minY * scale;
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+ const s = Math.min(scaleX, scaleY);
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+ const boundsWidth = width * s;
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+ const boundsHeight = height * s;
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+ return {
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+ scale: s,
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+ offsetX: (canvasWidth - boundsWidth) / 2 - minX * s,
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+ offsetY: (canvasHeight - boundsHeight) / 2 - minY * s
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+ };
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+ }
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+ function calculateBoundaries() {
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+ const b = computeBoundaries(skeleton);
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+ if (b) {
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+ scale = b.scale;
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+ offsetX = b.offsetX;
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+ offsetY = b.offsetY;
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+ }
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  }
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  function buildSkeletonCanvas() {
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  if (skeleton.length < 2) return;
@@ -212,10 +282,25 @@ function createRenderer(options) {
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  }
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  skeletonCtx.stroke();
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  }
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+ function drawSkeletonPath(pts, opacity) {
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+ if (pts.length < 2) return;
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+ ctx.strokeStyle = `rgba(${hexToRgbComponents(opts.skeletonColor)},${opacity})`;
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+ ctx.lineWidth = 1.5;
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+ ctx.beginPath();
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+ ctx.moveTo(pts[0].x * scale + offsetX, pts[0].y * scale + offsetY);
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+ for (let i = 1; i < pts.length; i++) {
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+ ctx.lineTo(pts[i].x * scale + offsetX, pts[i].y * scale + offsetY);
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+ }
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+ ctx.stroke();
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+ }
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  function drawSkeleton() {
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  if (opts.skeletonColor === "transparent") {
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  return;
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  }
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+ if (engine.morphAlpha !== null) {
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+ drawSkeletonPath(engine.getSarmalSkeleton(), DEFAULT_SKELETON_OPACITY);
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+ return;
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+ }
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  if (engine.isLiveSkeleton) {
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  if (skeleton.length < 2) {
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  return;
@@ -282,11 +367,34 @@ function createRenderer(options) {
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  const now = performance.now();
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  const deltaTime = Math.min((now - lastTime) / 1e3, 1 / 30);
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  lastTime = now;
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+ if (engine.morphAlpha !== null) {
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+ morphAlpha = Math.min(1, morphAlpha + deltaTime / (morphDurationMs / 1e3));
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+ engine.setMorphAlpha(morphAlpha);
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+ if (morphBoundsA && morphBoundsB) {
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+ const a = morphBoundsA;
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+ const b = morphBoundsB;
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+ scale = a.scale + (b.scale - a.scale) * morphAlpha;
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+ offsetX = a.offsetX + (b.offsetX - a.offsetX) * morphAlpha;
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+ offsetY = a.offsetY + (b.offsetY - a.offsetY) * morphAlpha;
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+ }
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+ if (morphAlpha >= 1) {
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+ engine.completeMorph();
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+ morphResolve?.();
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+ morphResolve = null;
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+ morphAlpha = 0;
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+ morphBoundsA = null;
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+ morphBoundsB = null;
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+ skeleton = engine.getSarmalSkeleton();
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+ if (!engine.isLiveSkeleton) {
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+ buildSkeletonCanvas();
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+ }
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+ }
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+ }
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  trail = engine.tick(deltaTime);
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  trailCount = engine.trailCount;
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  head = trailCount > 0 ? trail[trailCount - 1] : null;
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  ctx.clearRect(0, 0, canvas.width, canvas.height);
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- if (engine.isLiveSkeleton) {
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+ if (engine.isLiveSkeleton && engine.morphAlpha === null) {
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  skeleton = engine.getSarmalSkeleton();
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  calculateBoundaries();
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  }
@@ -331,6 +439,32 @@ function createRenderer(options) {
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  },
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  seekWithTrail(t) {
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  engine.seekWithTrail(t);
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+ },
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+ morphTo(target, options2) {
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+ const interruptBounds = morphResolve !== null ? { scale, offsetX, offsetY } : null;
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+ if (morphResolve !== null) {
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+ engine.completeMorph();
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+ morphResolve();
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+ morphResolve = null;
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+ morphAlpha = 0;
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+ morphBoundsA = null;
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+ morphBoundsB = null;
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+ }
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+ morphDurationMs = options2?.duration ?? DEFAULT_MORPH_DURATION_MS;
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+ morphAlpha = 0;
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+ morphBoundsA = interruptBounds ?? computeBoundaries(engine.getSarmalSkeleton()) ?? { scale, offsetX, offsetY };
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+ engine.startMorph(target, options2?.morphStrategy);
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+ const period = target.period ?? Math.PI * 2;
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+ const samples = Math.max(50, Math.round(period * 20));
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+ const skeletonFn = target.skeletonFn ?? ((t) => target.fn(t, 0, {}));
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+ const skeletonB = Array.from(
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+ { length: samples + 1 },
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+ (_, i) => skeletonFn(i / samples * period)
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+ );
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+ morphBoundsB = computeBoundaries(skeletonB) ?? { scale, offsetX, offsetY };
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+ return new Promise((resolve) => {
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+ morphResolve = resolve;
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+ });
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  }
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  };
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  }
@@ -1 +1 @@
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 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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, 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","/**\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 {\n CurveDef,\n Engine,\n MorpStrategy,\n Point,\n SeekOptions,\n SeekWithTrailOptions,\n} 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 */\n/** Normalised resolution of a CurveDef, with required fields filled in */\ntype ResolvedCurve = {\n name: string;\n fn: CurveDef[\"fn\"];\n period: number;\n speed: number;\n skeleton?: CurveDef[\"skeleton\"];\n skeletonFn?: CurveDef[\"skeletonFn\"];\n};\n\nfunction resolveCurve(curveDef: CurveDef): ResolvedCurve {\n return {\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}\n\nexport function createEngine(curveDef: CurveDef, trailLength: number = 120): Engine {\n let curve = resolveCurve(curveDef);\n const trail = new CircularBuffer(trailLength);\n let t = 0;\n let actualTime = 0;\n\n // Morph state which is `null` when not morphing\n let morphCurveB: ResolvedCurve | null = null;\n let _morphAlpha: number | null = null;\n let _morphStrategy: MorpStrategy = \"normalized\";\n\n /** Samples a resolved curve's skeleton at position `sampleT` */\n function sampleSkeleton(c: ResolvedCurve, sampleT: number): Point {\n if (c.skeletonFn) {\n return c.skeletonFn(sampleT);\n }\n if (c.skeleton === \"live\") {\n return c.fn(sampleT, actualTime, {});\n }\n return c.fn(sampleT, 0, {});\n }\n\n return {\n tick(deltaTime: number): Array<Point> {\n t = (t + curve.speed * deltaTime) % curve.period;\n actualTime += deltaTime;\n\n if (morphCurveB !== null && _morphAlpha !== null) {\n const a = curve.fn(t, actualTime, {});\n const tB = _morphStrategy === \"normalized\" ? (t / curve.period) * morphCurveB.period : t;\n const b = morphCurveB.fn(tB, actualTime, {});\n trail.push(a.x + (b.x - a.x) * _morphAlpha, a.y + (b.y - a.y) * _morphAlpha);\n } else {\n const point = curve.fn(t, actualTime, {});\n trail.push(point.x, point.y);\n }\n\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 get morphAlpha() {\n return _morphAlpha;\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 startMorph(target: CurveDef, strategy: MorpStrategy = \"normalized\") {\n const resolvedTarget = resolveCurve(target);\n\n if (morphCurveB !== null && _morphAlpha !== null) {\n const frozenAlpha = _morphAlpha;\n const frozenA = curve;\n const frozenB = morphCurveB;\n const frozenStrategy = _morphStrategy;\n\n curve = {\n ...frozenB,\n fn: (sampleT: number, time: number, params: Record<string, number>) => {\n const a = frozenA.fn(sampleT, time, params);\n const tB =\n frozenStrategy === \"normalized\"\n ? (sampleT / frozenA.period) * frozenB.period\n : sampleT;\n const b = frozenB.fn(tB, time, params);\n return {\n x: a.x + (b.x - a.x) * frozenAlpha,\n y: a.y + (b.y - a.y) * frozenAlpha,\n };\n },\n };\n }\n\n _morphStrategy = strategy;\n morphCurveB = resolvedTarget;\n _morphAlpha = 0;\n },\n\n setMorphAlpha(alpha: number) {\n _morphAlpha = alpha;\n },\n\n completeMorph() {\n if (morphCurveB !== null) {\n // Normalized strategy drives `curveB` at `tB` = `(t / periodA) * periodB`\n // Remap `t` so the trail continues from the same position on `curveB`,\n // not from a raw `t` value that belongs to `curveA`'s smaller range.\n if (_morphStrategy === \"normalized\" && curve.period !== morphCurveB.period) {\n t = (t / curve.period) * morphCurveB.period;\n }\n curve = morphCurveB;\n }\n morphCurveB = null;\n _morphAlpha = null;\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 (morphCurveB !== null && _morphAlpha !== null) {\n for (let i = 0; i < steps; i++) {\n const sampleT = (i / (steps - 1)) * curve.period;\n const a = sampleSkeleton(curve, sampleT);\n const tB =\n _morphStrategy === \"normalized\"\n ? (sampleT / curve.period) * morphCurveB.period\n : sampleT;\n const b = sampleSkeleton(morphCurveB, tB);\n\n points[i] = {\n x: a.x + (b.x - a.x) * _morphAlpha,\n y: a.y + (b.y - a.y) * _morphAlpha,\n };\n }\n return points;\n }\n\n for (let i = 0; i < steps; i++) {\n const sampleT = (i / (steps - 1)) * curve.period;\n points[i] = sampleSkeleton(curve, sampleT);\n }\n\n return points;\n },\n };\n}\n","import type { CurveDef, MorphOptions, Point, RendererOptions, SarmalInstance } from \"./types\";\n\nconst DEFAULT_MORPH_DURATION_MS = 300;\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 let morphResolve: (() => void) | null = null;\n let morphDurationMs = DEFAULT_MORPH_DURATION_MS;\n let morphAlpha = 0;\n let morphBoundsA: { scale: number; offsetX: number; offsetY: number } | null = null;\n let morphBoundsB: { scale: number; offsetX: number; offsetY: number } | null = null;\n\n /**\n * Computes how to map engine coordinates to canvas pixels.\n * Returns the transform values without mutating renderer state.\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 computeBoundaries(\n pts: Array<Point>,\n ): { scale: number; offsetX: number; offsetY: number } | null {\n if (pts.length === 0) return null;\n\n const first = pts[0]!;\n let minX = first.x,\n maxX = first.x,\n minY = first.y,\n maxY = first.y;\n for (const p of pts) {\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 const s = Math.min(scaleX, scaleY);\n const boundsWidth = width * s;\n const boundsHeight = height * s;\n return {\n scale: s,\n offsetX: (canvasWidth - boundsWidth) / 2 - minX * s,\n offsetY: (canvasHeight - boundsHeight) / 2 - minY * s,\n };\n }\n\n function calculateBoundaries() {\n const b = computeBoundaries(skeleton);\n if (b) {\n scale = b.scale;\n offsetX = b.offsetX;\n offsetY = b.offsetY;\n }\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)},${DEFAULT_SKELETON_OPACITY})`;\n skeletonCtx.lineWidth = 1.5;\n skeletonCtx.beginPath();\n\n const first = skeleton[0]!;\n skeletonCtx.moveTo(first.x * scale + offsetX, first.y * scale + offsetY);\n\n for (let i = 1; i < skeleton.length; i++) {\n const p = skeleton[i]!;\n skeletonCtx.lineTo(p.x * scale + offsetX, p.y * scale + offsetY);\n }\n\n skeletonCtx.stroke();\n }\n\n function drawSkeletonPath(pts: Array<Point>, opacity: number) {\n if (pts.length < 2) return;\n ctx.strokeStyle = `rgba(${hexToRgbComponents(opts.skeletonColor)},${opacity})`;\n ctx.lineWidth = 1.5;\n ctx.beginPath();\n ctx.moveTo(pts[0]!.x * scale + offsetX, pts[0]!.y * scale + offsetY);\n for (let i = 1; i < pts.length; i++) {\n ctx.lineTo(pts[i]!.x * scale + offsetX, pts[i]!.y * scale + offsetY);\n }\n ctx.stroke();\n }\n\n function drawSkeleton() {\n if (opts.skeletonColor === \"transparent\") {\n return;\n }\n\n if (engine.morphAlpha !== null) {\n // Draw the live lerped skeleton every frame so it always matches the current\n // scale/offset and correctly tracks live curves that change with actualTime\n drawSkeletonPath(engine.getSarmalSkeleton(), DEFAULT_SKELETON_OPACITY);\n return;\n }\n\n if (engine.isLiveSkeleton) {\n if (skeleton.length < 2) {\n return;\n }\n\n ctx.strokeStyle = `rgba(${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 if (engine.morphAlpha !== null) {\n morphAlpha = Math.min(1, morphAlpha + deltaTime / (morphDurationMs / 1000));\n engine.setMorphAlpha(morphAlpha);\n\n // Lerp the coordinate transform smoothly from curveA's space to curveB's space\n if (morphBoundsA && morphBoundsB) {\n const a = morphBoundsA;\n const b = morphBoundsB;\n scale = a.scale + (b.scale - a.scale) * morphAlpha;\n offsetX = a.offsetX + (b.offsetX - a.offsetX) * morphAlpha;\n offsetY = a.offsetY + (b.offsetY - a.offsetY) * morphAlpha;\n }\n\n if (morphAlpha >= 1) {\n engine.completeMorph();\n morphResolve?.();\n morphResolve = null;\n morphAlpha = 0;\n morphBoundsA = null;\n morphBoundsB = null;\n // Coordinate space is already at curveB (morphAlpha was 1); rebuild skeleton cache\n skeleton = engine.getSarmalSkeleton();\n if (!engine.isLiveSkeleton) {\n buildSkeletonCanvas();\n }\n }\n }\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 && engine.morphAlpha === null) {\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 morphTo(target: CurveDef, options?: MorphOptions): Promise<void> {\n // On interrupt: snapshot the current visual state so the new morph starts from\n // exactly where things look right now — no jump at the handoff point\n // On interrupt: snapshot current visual state as the starting bounds for the new morph\n const interruptBounds = morphResolve !== null ? { scale, offsetX, offsetY } : null;\n\n if (morphResolve !== null) {\n engine.completeMorph();\n morphResolve();\n morphResolve = null;\n morphAlpha = 0;\n morphBoundsA = null;\n morphBoundsB = null;\n }\n\n morphDurationMs = options?.duration ?? DEFAULT_MORPH_DURATION_MS;\n morphAlpha = 0;\n\n // Compute `curveA`'s bounds from the current skeleton (or use the interrupted visual state)\n morphBoundsA = interruptBounds ??\n computeBoundaries(engine.getSarmalSkeleton()) ?? { scale, offsetX, offsetY };\n\n engine.startMorph(target, options?.morphStrategy);\n\n // Compute `curveB`'s bounds for the boundary lerp\n const period = target.period ?? Math.PI * 2;\n const samples = Math.max(50, Math.round(period * 20));\n const skeletonFn = target.skeletonFn ?? ((t: number) => target.fn(t, 0, {}));\n const skeletonB = Array.from({ length: samples + 1 }, (_, i) =>\n skeletonFn((i / samples) * period),\n );\n morphBoundsB = computeBoundaries(skeletonB) ?? { scale, offsetX, offsetY };\n\n return new Promise<void>((resolve) => {\n morphResolve = resolve;\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 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","/**\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"]}