@sarmal/core 0.7.1 → 0.9.0

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.
@@ -1 +1 @@
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 ?? 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(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\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 /**\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, 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 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 *\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 {\n CurveDef,\n MorphOptions,\n PalettePreset,\n Point,\n RendererOptions,\n SarmalInstance,\n TrailStyle,\n} 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\nconst GRADIENT = {\n bard: [\"#a855f7\", \"#3b82f6\", \"#14b8a6\", \"#ec4899\"],\n sunset: [\"#f97316\", \"#dc2626\", \"#9333ea\", \"#f472b6\"],\n ocean: [\"#1e3a8a\", \"#06b6d4\", \"#22d3ee\", \"#e0f2fe\"],\n ice: [\"#1e3a8a\", \"#67e8f9\"],\n fire: [\"#7f1d1d\", \"#fbbf24\"],\n forest: [\"#14532d\", \"#86efac\"],\n};\n\nconst PRESETS: Record<PalettePreset, string[]> = {\n bard: GRADIENT.bard,\n sunset: GRADIENT.sunset,\n ocean: GRADIENT.ocean,\n ice: GRADIENT.ice,\n fire: GRADIENT.fire,\n forest: GRADIENT.forest,\n};\n\n// ? exported for testing\nexport interface Rgb {\n r: number;\n g: number;\n b: number;\n}\n\n// ? exported for testing\nexport function hexToRgb(hex: string): Rgb {\n const n = parseInt(hex.slice(1), 16);\n return { r: n >> 16, g: (n >> 8) & 255, b: n & 255 };\n}\n\n// ? exported for testing\nexport const lerpRgb = (a: Rgb, b: Rgb, t: number) => ({\n r: Math.round(a.r + (b.r - a.r) * t),\n g: Math.round(a.g + (b.g - a.g) * t),\n b: Math.round(a.b + (b.b - a.b) * t),\n});\n\n/**\n * Gets a color from a palette based on position (0-1) with optional time-based cycling\n * ? Exported for testing.\n */\nexport function getPaletteColor(palette: string[], position: number, timeOffset: number = 0): Rgb {\n if (palette.length === 0) return { r: 255, g: 255, b: 255 };\n if (palette.length === 1) return hexToRgb(palette[0]!);\n\n const cyclePos = (position + timeOffset) % 1;\n const scaled = cyclePos * palette.length;\n const idx = Math.floor(scaled);\n const t = scaled - idx;\n\n const c1 = hexToRgb(palette[idx % palette.length]!);\n const c2 = hexToRgb(palette[(idx + 1) % palette.length]!);\n\n return lerpRgb(c1, c2, t);\n}\n\n// ? exported for testing\nexport function resolvePalette(\n palette: PalettePreset | string[] | undefined,\n trailStyle: TrailStyle,\n): string[] {\n if (Array.isArray(palette)) return palette;\n if (palette && palette in PRESETS) return PRESETS[palette as PalettePreset]!;\n return trailStyle === \"gradient-animated\" ? GRADIENT.bard : GRADIENT.ice;\n}\n\n// TODO: accept rgb(a)\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 * ! 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 sizing to a target\n *\n * ! DO NOT REMOVE THE `style.width` and `style.height` ASSIGNMENTS\n *\n * A canvas with only `width`/`height` HTML attributes and no CSS derives\n * its displayed size from those attributes.\n * If we set `canvas.width = logicalWidth * dpr` to scale the drawing buffer for \"crispness\",\n * the element ALSO visually grows by the DPR factor\n * ! The bug is silent and sneaky. It just resulsts in a broken render without any obvious reasons\n *\n * @see https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Optimizing_canvas\n * MDN: \"If you don't set the CSS attributes, the intrinsic size of the canvas will be used as its display size\"\n *\n * @see https://webglfundamentals.org/webgl/lessons/webgl-resizing-the-canvas.html\n * \"Every canvas has 2 sizes: the drawingbuffer (pixels) and the display\n * size (CSS). If no CSS affects display size, it equals drawingbuffer.\"\n *\n * @see https://stackoverflow.com/questions/4938346/canvas-width-and-height-in-html5\n * Phrogz: \"If you don't set the CSS attributes, the intrinsic size of\n * the canvas will be used as its display size.\"\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 trailStyle: TrailStyle = options.trailStyle ?? \"default\";\n const palette = resolvePalette(options.palette, trailStyle);\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 */\n const dpr = typeof window !== \"undefined\" ? window.devicePixelRatio || 1 : 1;\n\n /**\n * Sets up the canvas for DPR scaling\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 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 /** Accumulated time for \"gradient-animated\" trail style */\n let gradientAnimTime = 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 /**\n * ! The offscreen buffer is *already* DPR-scaled, but the main ctx also has a DPR transform applied,\n * ! so passing natural pixel size would **double-scale** it.\n */\n ctx.drawImage(skeletonCanvas, 0, 0, logicalWidth, logicalHeight);\n }\n }\n\n function drawTrail() {\n if (trailCount < 2) {\n return;\n }\n\n /**\n * ! Claude's fix for the chopped looking curve trail\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 * @see https://mattdesl.svbtle.com/drawing-lines-is-hard\n * DesLauriers: \"Triangulated Lines\" — expand points outward by half\n * the thickness on either side using normals to create thick lines.\n *\n * @see https://cesium.com/blog/2013/04/22/robust-polyline-rendering-with-webgl\n * Cesium: \"draw a screen-aligned quad for each segment... extrude them\n * in screen space in the direction normal to the line.\"\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 // Determine fill color based on trail style\n if (trailStyle === \"default\") {\n ctx.fillStyle = `rgba(${trailRgb},${alpha})`;\n } else {\n const timeOffset = trailStyle === \"gradient-animated\" ? gradientAnimTime * 0.0005 : 0;\n const color = getPaletteColor(palette, progress, timeOffset);\n ctx.fillStyle = `rgba(${color.r},${color.g},${color.b},${alpha})`;\n }\n\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 // Update gradient animation time for animated trail style\n if (trailStyle === \"gradient-animated\") {\n gradientAnimTime += deltaTime * 1000; // Convert to ms for consistent speed\n }\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 TrailStyle,\n PalettePreset,\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.trailLength && { trailLength: parseInt(canvas.dataset.trailLength, 10) }),\n });\n sarmal.start();\n });\n}\n\nif (document.readyState === \"loading\") {\n document.addEventListener(\"DOMContentLoaded\", init);\n} else {\n init();\n}\n"]}
package/dist/auto-init.js CHANGED
@@ -186,21 +186,90 @@ function createEngine(curveDef, trailLength = 120) {
186
186
  // src/renderer.ts
187
187
  var DEFAULT_MORPH_DURATION_MS = 300;
188
188
  var DEFAULT_HEAD_RADIUS = 4;
189
- var DEFAULT_GLOW_SIZE = 20;
190
189
  var DEFAULT_SKELETON_COLOR = "#ffffff";
191
190
  var DEFAULT_SKELETON_OPACITY = 0.15;
192
191
  var FIT_PADDING = 0.1;
193
- var TRAIL_BATCH_SIZE = 20;
194
192
  var TRAIL_FADE_CURVE = 1.5;
195
193
  var TRAIL_MAX_OPACITY = 0.88;
196
194
  var TRAIL_MIN_WIDTH = 0.5;
197
195
  var TRAIL_MAX_WIDTH = 2.5;
198
- var GLOW_INNER_EDGE = 0.4;
199
- var GLOW_FALLOFF_OPACITY = 0.53;
196
+ var GRADIENT = {
197
+ bard: ["#a855f7", "#3b82f6", "#14b8a6", "#ec4899"],
198
+ sunset: ["#f97316", "#dc2626", "#9333ea", "#f472b6"],
199
+ ocean: ["#1e3a8a", "#06b6d4", "#22d3ee", "#e0f2fe"],
200
+ ice: ["#1e3a8a", "#67e8f9"],
201
+ fire: ["#7f1d1d", "#fbbf24"],
202
+ forest: ["#14532d", "#86efac"]
203
+ };
204
+ var PRESETS = {
205
+ bard: GRADIENT.bard,
206
+ sunset: GRADIENT.sunset,
207
+ ocean: GRADIENT.ocean,
208
+ ice: GRADIENT.ice,
209
+ fire: GRADIENT.fire,
210
+ forest: GRADIENT.forest
211
+ };
212
+ function hexToRgb(hex) {
213
+ const n = parseInt(hex.slice(1), 16);
214
+ return { r: n >> 16, g: n >> 8 & 255, b: n & 255 };
215
+ }
216
+ var lerpRgb = (a, b, t) => ({
217
+ r: Math.round(a.r + (b.r - a.r) * t),
218
+ g: Math.round(a.g + (b.g - a.g) * t),
219
+ b: Math.round(a.b + (b.b - a.b) * t)
220
+ });
221
+ function getPaletteColor(palette, position, timeOffset = 0) {
222
+ if (palette.length === 0) return { r: 255, g: 255, b: 255 };
223
+ if (palette.length === 1) return hexToRgb(palette[0]);
224
+ const cyclePos = (position + timeOffset) % 1;
225
+ const scaled = cyclePos * palette.length;
226
+ const idx = Math.floor(scaled);
227
+ const t = scaled - idx;
228
+ const c1 = hexToRgb(palette[idx % palette.length]);
229
+ const c2 = hexToRgb(palette[(idx + 1) % palette.length]);
230
+ return lerpRgb(c1, c2, t);
231
+ }
232
+ function resolvePalette(palette, trailStyle) {
233
+ if (Array.isArray(palette)) return palette;
234
+ if (palette && palette in PRESETS) return PRESETS[palette];
235
+ return trailStyle === "gradient-animated" ? GRADIENT.bard : GRADIENT.ice;
236
+ }
200
237
  function hexToRgbComponents(hex) {
201
238
  const n = parseInt(hex.slice(1), 16);
202
239
  return `${n >> 16},${n >> 8 & 255},${n & 255}`;
203
240
  }
241
+ function computeTangent(trail, i) {
242
+ const count = trail.length;
243
+ if (count < 2) {
244
+ return { x: 1, y: 0 };
245
+ }
246
+ if (i === 0) {
247
+ const dx2 = trail[1].x - trail[0].x;
248
+ const dy2 = trail[1].y - trail[0].y;
249
+ const len2 = Math.sqrt(dx2 * dx2 + dy2 * dy2) || 1;
250
+ return { x: dx2 / len2, y: dy2 / len2 };
251
+ }
252
+ if (i === count - 1) {
253
+ const dx2 = trail[count - 1].x - trail[count - 2].x;
254
+ const dy2 = trail[count - 1].y - trail[count - 2].y;
255
+ const len2 = Math.sqrt(dx2 * dx2 + dy2 * dy2) || 1;
256
+ return { x: dx2 / len2, y: dy2 / len2 };
257
+ }
258
+ const dx = trail[i + 1].x - trail[i - 1].x;
259
+ const dy = trail[i + 1].y - trail[i - 1].y;
260
+ const len = Math.sqrt(dx * dx + dy * dy) || 1;
261
+ return { x: dx / len, y: dy / len };
262
+ }
263
+ function computeNormal(trail, i) {
264
+ const tangent = computeTangent(trail, i);
265
+ return { x: -tangent.y, y: tangent.x };
266
+ }
267
+ function applyDprSizing(target, logicalWidth, logicalHeight, dpr) {
268
+ target.style.width = `${logicalWidth}px`;
269
+ target.style.height = `${logicalHeight}px`;
270
+ target.width = logicalWidth * dpr;
271
+ target.height = logicalHeight * dpr;
272
+ }
204
273
  function createRenderer(options) {
205
274
  const canvas = options.canvas;
206
275
  if (!canvas.getContext("2d")) {
@@ -212,11 +281,22 @@ function createRenderer(options) {
212
281
  skeletonColor: options.skeletonColor ?? DEFAULT_SKELETON_COLOR,
213
282
  trailColor: options.trailColor ?? "#ffffff",
214
283
  headColor: options.headColor ?? "#ffffff",
215
- headRadius: options.headRadius ?? DEFAULT_HEAD_RADIUS,
216
- glowSize: options.glowSize ?? DEFAULT_GLOW_SIZE
284
+ headRadius: options.headRadius ?? DEFAULT_HEAD_RADIUS
217
285
  };
286
+ const trailStyle = options.trailStyle ?? "default";
287
+ const palette = resolvePalette(options.palette, trailStyle);
218
288
  const trailRgb = hexToRgbComponents(opts.trailColor);
219
- const headRgbFalloff = `rgba(${hexToRgbComponents(opts.headColor)},${GLOW_FALLOFF_OPACITY})`;
289
+ const dpr = typeof window !== "undefined" ? window.devicePixelRatio || 1 : 1;
290
+ function setupCanvas() {
291
+ const rect = canvas.getBoundingClientRect();
292
+ const lw = rect.width || 200;
293
+ const lh = rect.height || 200;
294
+ applyDprSizing(canvas, lw, lh, dpr);
295
+ ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
296
+ }
297
+ setupCanvas();
298
+ let logicalWidth = canvas.width / dpr;
299
+ let logicalHeight = canvas.height / dpr;
220
300
  let skeleton = [];
221
301
  let skeletonCanvas = null;
222
302
  let trail = [];
@@ -230,6 +310,7 @@ function createRenderer(options) {
230
310
  let morphResolve = null;
231
311
  let morphDurationMs = DEFAULT_MORPH_DURATION_MS;
232
312
  let morphAlpha = 0;
313
+ let gradientAnimTime = 0;
233
314
  function computeBoundaries(pts) {
234
315
  if (pts.length === 0) return null;
235
316
  const first = pts[0];
@@ -242,17 +323,15 @@ function createRenderer(options) {
242
323
  }
243
324
  const width = maxX - minX;
244
325
  const height = maxY - minY;
245
- const canvasWidth = canvas.width;
246
- const canvasHeight = canvas.height;
247
- const scaleX = canvasWidth / (width * (1 + FIT_PADDING * 2));
248
- const scaleY = canvasHeight / (height * (1 + FIT_PADDING * 2));
326
+ const scaleX = logicalWidth / (width * (1 + FIT_PADDING * 2));
327
+ const scaleY = logicalHeight / (height * (1 + FIT_PADDING * 2));
249
328
  const s = Math.min(scaleX, scaleY);
250
329
  const boundsWidth = width * s;
251
330
  const boundsHeight = height * s;
252
331
  return {
253
332
  scale: s,
254
- offsetX: (canvasWidth - boundsWidth) / 2 - minX * s,
255
- offsetY: (canvasHeight - boundsHeight) / 2 - minY * s
333
+ offsetX: (logicalWidth - boundsWidth) / 2 - minX * s,
334
+ offsetY: (logicalHeight - boundsHeight) / 2 - minY * s
256
335
  };
257
336
  }
258
337
  function calculateBoundaries() {
@@ -267,6 +346,7 @@ function createRenderer(options) {
267
346
  if (skeleton.length < 2) return;
268
347
  skeletonCanvas = new OffscreenCanvas(canvas.width, canvas.height);
269
348
  const skeletonCtx = skeletonCanvas.getContext("2d");
349
+ skeletonCtx.setTransform(dpr, 0, 0, dpr, 0, 0);
270
350
  skeletonCtx.strokeStyle = `rgba(${hexToRgbComponents(opts.skeletonColor)},${DEFAULT_SKELETON_OPACITY})`;
271
351
  skeletonCtx.lineWidth = 1.5;
272
352
  skeletonCtx.beginPath();
@@ -312,32 +392,47 @@ function createRenderer(options) {
312
392
  }
313
393
  ctx.stroke();
314
394
  } else if (skeletonCanvas) {
315
- ctx.drawImage(skeletonCanvas, 0, 0);
395
+ ctx.drawImage(skeletonCanvas, 0, 0, logicalWidth, logicalHeight);
316
396
  }
317
397
  }
318
398
  function drawTrail() {
319
399
  if (trailCount < 2) {
320
400
  return;
321
401
  }
322
- ctx.lineJoin = "round";
323
- ctx.lineCap = "round";
324
- for (let batchIndex = 0; batchIndex < trailCount - 1; batchIndex += TRAIL_BATCH_SIZE) {
325
- const bEnd = Math.min(batchIndex + TRAIL_BATCH_SIZE, trailCount - 1);
326
- const progress = (batchIndex + bEnd) / 2 / (trailCount - 1);
402
+ for (let i = 0; i < trailCount - 1; i++) {
403
+ const progress = i / (trailCount - 1);
404
+ const nextProgress = (i + 1) / (trailCount - 1);
327
405
  const alpha = Math.pow(progress, TRAIL_FADE_CURVE) * TRAIL_MAX_OPACITY;
328
- const lineWidth = TRAIL_MIN_WIDTH + progress * (TRAIL_MAX_WIDTH - TRAIL_MIN_WIDTH);
329
- ctx.beginPath();
330
- for (let i = batchIndex; i <= bEnd; i++) {
331
- const point = trail[i];
332
- if (i === batchIndex) {
333
- ctx.moveTo(point.x * scale + offsetX, point.y * scale + offsetY);
334
- } else {
335
- ctx.lineTo(point.x * scale + offsetX, point.y * scale + offsetY);
336
- }
406
+ const width = TRAIL_MIN_WIDTH + progress * (TRAIL_MAX_WIDTH - TRAIL_MIN_WIDTH);
407
+ const nextWidth = TRAIL_MIN_WIDTH + nextProgress * (TRAIL_MAX_WIDTH - TRAIL_MIN_WIDTH);
408
+ const curr = trail[i];
409
+ const next = trail[i + 1];
410
+ const n0 = computeNormal(trail, i);
411
+ const n1 = computeNormal(trail, i + 1);
412
+ const halfW0 = width / 2;
413
+ const halfW1 = nextWidth / 2;
414
+ const l0x = curr.x * scale + offsetX + n0.x * halfW0;
415
+ const l0y = curr.y * scale + offsetY + n0.y * halfW0;
416
+ const r0x = curr.x * scale + offsetX - n0.x * halfW0;
417
+ const r0y = curr.y * scale + offsetY - n0.y * halfW0;
418
+ const l1x = next.x * scale + offsetX + n1.x * halfW1;
419
+ const l1y = next.y * scale + offsetY + n1.y * halfW1;
420
+ const r1x = next.x * scale + offsetX - n1.x * halfW1;
421
+ const r1y = next.y * scale + offsetY - n1.y * halfW1;
422
+ if (trailStyle === "default") {
423
+ ctx.fillStyle = `rgba(${trailRgb},${alpha})`;
424
+ } else {
425
+ const timeOffset = trailStyle === "gradient-animated" ? gradientAnimTime * 5e-4 : 0;
426
+ const color = getPaletteColor(palette, progress, timeOffset);
427
+ ctx.fillStyle = `rgba(${color.r},${color.g},${color.b},${alpha})`;
337
428
  }
338
- ctx.strokeStyle = `rgba(${trailRgb},${alpha})`;
339
- ctx.lineWidth = lineWidth;
340
- ctx.stroke();
429
+ ctx.beginPath();
430
+ ctx.moveTo(l0x, l0y);
431
+ ctx.lineTo(l1x, l1y);
432
+ ctx.lineTo(r1x, r1y);
433
+ ctx.lineTo(r0x, r0y);
434
+ ctx.closePath();
435
+ ctx.fill();
341
436
  }
342
437
  }
343
438
  function drawHead() {
@@ -346,14 +441,6 @@ function createRenderer(options) {
346
441
  }
347
442
  const x = head.x * scale + offsetX;
348
443
  const y = head.y * scale + offsetY;
349
- const gradient = ctx.createRadialGradient(x, y, 0, x, y, opts.glowSize);
350
- gradient.addColorStop(0, opts.headColor);
351
- gradient.addColorStop(GLOW_INNER_EDGE, headRgbFalloff);
352
- gradient.addColorStop(1, "transparent");
353
- ctx.fillStyle = gradient;
354
- ctx.beginPath();
355
- ctx.arc(x, y, opts.glowSize, 0, Math.PI * 2);
356
- ctx.fill();
357
444
  ctx.fillStyle = opts.headColor;
358
445
  ctx.beginPath();
359
446
  ctx.arc(x, y, opts.headRadius, 0, Math.PI * 2);
@@ -363,6 +450,9 @@ function createRenderer(options) {
363
450
  const now = performance.now();
364
451
  const deltaTime = Math.min((now - lastTime) / 1e3, 1 / 30);
365
452
  lastTime = now;
453
+ if (trailStyle === "gradient-animated") {
454
+ gradientAnimTime += deltaTime * 1e3;
455
+ }
366
456
  if (engine.morphAlpha !== null) {
367
457
  morphAlpha = Math.min(1, morphAlpha + deltaTime / (morphDurationMs / 1e3));
368
458
  engine.setMorphAlpha(morphAlpha);
@@ -387,7 +477,7 @@ function createRenderer(options) {
387
477
  trail = engine.tick(deltaTime);
388
478
  trailCount = engine.trailCount;
389
479
  head = trailCount > 0 ? trail[trailCount - 1] : null;
390
- ctx.clearRect(0, 0, canvas.width, canvas.height);
480
+ ctx.clearRect(0, 0, logicalWidth, logicalHeight);
391
481
  if (engine.isLiveSkeleton && engine.morphAlpha === null) {
392
482
  skeleton = engine.getSarmalSkeleton();
393
483
  calculateBoundaries();
@@ -623,7 +713,6 @@ function init() {
623
713
  ...canvas.dataset.skeletonColor && { skeletonColor: canvas.dataset.skeletonColor },
624
714
  ...canvas.dataset.headColor && { headColor: canvas.dataset.headColor },
625
715
  ...canvas.dataset.headRadius && { headRadius: parseFloat(canvas.dataset.headRadius) },
626
- ...canvas.dataset.glowSize && { glowSize: parseInt(canvas.dataset.glowSize, 10) },
627
716
  ...canvas.dataset.trailLength && { trailLength: parseInt(canvas.dataset.trailLength, 10) }
628
717
  });
629
718
  sarmal.start();