@sarmal/core 0.7.0 → 0.8.0
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/LICENSE +9 -0
- package/README.md +89 -3
- package/dist/auto-init.cjs +145 -111
- package/dist/auto-init.cjs.map +1 -1
- package/dist/auto-init.js +144 -110
- package/dist/auto-init.js.map +1 -1
- package/dist/index.cjs +181 -168
- package/dist/index.cjs.map +1 -1
- package/dist/index.js +180 -167
- package/dist/index.js.map +1 -1
- package/package.json +12 -2
- package/dist/auto-init.d.cts +0 -2
- package/dist/auto-init.d.ts +0 -2
- package/dist/index.d.cts +0 -262
- package/dist/index.d.ts +0 -262
package/dist/auto-init.cjs.map
CHANGED
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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) - 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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;\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/** 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\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\nexport interface TrailPoint {\n x: number;\n y: number;\n}\n\n/**\n * Computes the unit tangent vector at a point on the trail.\n * For interior points, uses central difference (previous → next).\n * For endpoints, uses forward/backward difference.\n *\n * @param trail - Array of trail points\n * @param i - Index of the point to compute tangent for\n * @returns Unit vector in the direction of travel at that point\n */\nexport function computeTangent(trail: TrailPoint[], i: number): TrailPoint {\n const count = trail.length;\n if (count < 2) {\n return { x: 1, y: 0 };\n }\n\n if (i === 0) {\n const dx = trail[1]!.x - trail[0]!.x;\n const dy = trail[1]!.y - trail[0]!.y;\n const len = Math.sqrt(dx * dx + dy * dy) || 1;\n return { x: dx / len, y: dy / len };\n }\n\n if (i === count - 1) {\n const dx = trail[count - 1]!.x - trail[count - 2]!.x;\n const dy = trail[count - 1]!.y - trail[count - 2]!.y;\n const len = Math.sqrt(dx * dx + dy * dy) || 1;\n return { x: dx / len, y: dy / len };\n }\n\n const dx = trail[i + 1]!.x - trail[i - 1]!.x;\n const dy = trail[i + 1]!.y - trail[i - 1]!.y;\n const len = Math.sqrt(dx * dx + dy * dy) || 1;\n return { x: dx / len, y: dy / len };\n}\n\n/**\n * Computes the unit normal vector at a point on the trail.\n * The normal is perpendicular to the tangent, rotated 90° counter-clockwise.\n * This gives the \"left\" direction relative to the direction of travel.\n *\n * @param trail - Array of trail points\n * @param i - Index of the point to compute normal for\n * @returns Unit vector perpendicular to the trail at that point\n */\nexport function computeNormal(trail: TrailPoint[], i: number): TrailPoint {\n const tangent = computeTangent(trail, i);\n return { x: -tangent.y, y: tangent.x };\n}\n\n/**\n * Duck-typed subset of HTMLCanvasElement needed to apply DPR sizing.\n * Exported purely so `applyDprSizing` can be unit-tested without a DOM.\n */\nexport interface DprSizingTarget {\n width: number;\n height: number;\n style: { width: string; height: string };\n}\n\n/**\n * Applies DPR-aware sizing to a canvas-like target.\n *\n * !!! DO NOT REMOVE THE `style.width` / `style.height` ASSIGNMENTS !!!\n *\n * A canvas with only `width`/`height` HTML attributes and no CSS derives\n * its displayed size from those attributes. The instant we set\n * `canvas.width = logicalWidth * dpr` to scale the drawing buffer for\n * crispness, the element ALSO visually grows by the DPR factor — unless\n * we first pin its CSS size via inline style. Skipping the style lines\n * produced a catastrophic \"everything is huge and zoomed\" bug on any\n * display with `devicePixelRatio > 1` (Retina Macs, HiDPI Windows,\n * every modern phone). The bug is silent: no error, no warning, just a\n * broken render that users would hit in production.\n *\n * The regression test for this lives in `renderer.test.ts`.\n */\nexport function applyDprSizing(\n target: DprSizingTarget,\n logicalWidth: number,\n logicalHeight: number,\n dpr: number,\n): void {\n // Pin the CSS display size FIRST so changing the attributes below\n // cannot resize the element.\n target.style.width = `${logicalWidth}px`;\n target.style.height = `${logicalHeight}px`;\n\n target.width = logicalWidth * dpr;\n target.height = logicalHeight * dpr;\n}\n\n/**\n * Creates a Canvas 2D renderer for sarmal animations\n * Renders the skeleton and the trail\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 };\n\n const trailRgb = hexToRgbComponents(opts.trailColor);\n\n /**\n * Device pixel ratio for high-DPI displays.\n * We scale the canvas buffer size by DPR and apply a transform scale,\n * so all drawing commands remain in logical (CSS) coordinates.\n */\n const dpr = typeof window !== \"undefined\" ? window.devicePixelRatio || 1 : 1;\n\n /**\n * Sets up the canvas for DPR scaling. See `applyDprSizing` for the\n * critical \"why both attributes AND inline style\" explanation.\n */\n function setupCanvas() {\n const rect = canvas.getBoundingClientRect();\n const lw = rect.width || 200;\n const lh = rect.height || 200;\n applyDprSizing(canvas, lw, lh, dpr);\n ctx.setTransform(dpr, 0, 0, dpr, 0, 0);\n }\n\n setupCanvas();\n\n // Store logical dimensions for boundary calculations\n // (canvas.width/height are scaled by DPR, but we draw in logical space)\n let logicalWidth = canvas.width / dpr;\n let logicalHeight = canvas.height / dpr;\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\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\n const scaleX = logicalWidth / (width * (1 + FIT_PADDING * 2));\n const scaleY = logicalHeight / (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: (logicalWidth - boundsWidth) / 2 - minX * s,\n offsetY: (logicalHeight - 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 // Apply DPR scale to draw in logical coordinates\n skeletonCtx.setTransform(dpr, 0, 0, dpr, 0, 0);\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 // Draw in logical (CSS) coordinates. The offscreen buffer is already\n // DPR-scaled, but the main ctx also has a DPR transform applied, so\n // passing natural pixel size would double-scale it.\n ctx.drawImage(skeletonCanvas, 0, 0, logicalWidth, logicalHeight);\n }\n }\n\n function drawTrail() {\n if (trailCount < 2) {\n return;\n }\n\n /**\n * Ribbon approach: draw the trail as a sequence of filled quads.\n * Each quad connects two consecutive trail points with left/right offsets\n * based on the width at that position. Quads are drawn from tail to head\n * so later quads naturally overlay earlier ones.\n */\n for (let i = 0; i < trailCount - 1; i++) {\n const progress = i / (trailCount - 1);\n const nextProgress = (i + 1) / (trailCount - 1);\n const alpha = Math.pow(progress, TRAIL_FADE_CURVE) * TRAIL_MAX_OPACITY;\n const width = TRAIL_MIN_WIDTH + progress * (TRAIL_MAX_WIDTH - TRAIL_MIN_WIDTH);\n const nextWidth = TRAIL_MIN_WIDTH + nextProgress * (TRAIL_MAX_WIDTH - TRAIL_MIN_WIDTH);\n\n const curr = trail[i]!;\n const next = trail[i + 1]!;\n const n0 = computeNormal(trail, i);\n const n1 = computeNormal(trail, i + 1);\n\n const halfW0 = width / 2;\n const halfW1 = nextWidth / 2;\n\n // Four corners of the quad: left0, left1, right1, right0\n // Left = +normal direction, Right = -normal direction\n const l0x = curr.x * scale + offsetX + n0.x * halfW0;\n const l0y = curr.y * scale + offsetY + n0.y * halfW0;\n const r0x = curr.x * scale + offsetX - n0.x * halfW0;\n const r0y = curr.y * scale + offsetY - n0.y * halfW0;\n\n const l1x = next.x * scale + offsetX + n1.x * halfW1;\n const l1y = next.y * scale + offsetY + n1.y * halfW1;\n const r1x = next.x * scale + offsetX - n1.x * halfW1;\n const r1y = next.y * scale + offsetY - n1.y * halfW1;\n\n ctx.fillStyle = `rgba(${trailRgb},${alpha})`;\n ctx.beginPath();\n ctx.moveTo(l0x, l0y);\n ctx.lineTo(l1x, l1y);\n ctx.lineTo(r1x, r1y);\n ctx.lineTo(r0x, r0y);\n ctx.closePath();\n ctx.fill();\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 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 /**\n * Compute bounds from the actual interpolated skeleton during morph\n * ! This ensures the curve stays properly centered and scaled\n */\n const interpolatedSkeleton = engine.getSarmalSkeleton();\n const bounds = computeBoundaries(interpolatedSkeleton);\n\n if (bounds) {\n scale = bounds.scale;\n offsetX = bounds.offsetX;\n offsetY = bounds.offsetY;\n }\n\n if (morphAlpha >= 1) {\n engine.completeMorph();\n morphResolve?.();\n morphResolve = null;\n morphAlpha = 0;\n\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, logicalWidth, logicalHeight);\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 if (morphResolve !== null) {\n engine.completeMorph();\n morphResolve();\n morphResolve = null;\n morphAlpha = 0;\n }\n\n morphDurationMs = options?.duration ?? DEFAULT_MORPH_DURATION_MS;\n morphAlpha = 0;\n\n engine.startMorph(target, options?.morphStrategy);\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 */\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"]}
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