@vibesdotdev/kit 0.0.0-stage → 1.0.0-rc.4
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 +18 -0
- package/README.md +97 -2
- package/dist/layout/components/LayoutLoader.svelte +80 -0
- package/dist/layout/components/LayoutLoader.svelte.d.ts +13 -0
- package/dist/layout/components/SidebarPanel.svelte +81 -0
- package/dist/layout/components/SidebarPanel.svelte.d.ts +4 -0
- package/dist/layout/index.d.ts +24 -0
- package/dist/layout/index.js +20 -0
- package/dist/layout/loaders.d.ts +20 -0
- package/dist/layout/loaders.js +12 -0
- package/dist/layout/runtime-compat.svelte.d.ts +17 -0
- package/dist/layout/runtime-compat.svelte.js +138 -0
- package/dist/layout/runtime.d.ts +37 -0
- package/dist/layout/runtime.js +51 -0
- package/dist/layout/state.svelte.d.ts +17 -0
- package/dist/layout/state.svelte.js +92 -0
- package/dist/layout/styles.css +10 -0
- package/dist/layout/types.d.ts +31 -0
- package/dist/layout/types.js +8 -0
- package/dist/lib/README.md +417 -0
- package/dist/lib/app-shell/plugin.d.ts +2 -0
- package/dist/lib/app-shell/plugin.js +29 -0
- package/dist/lib/app-shell/utility-host.d.ts +3 -0
- package/dist/lib/app-shell/utility-host.js +21 -0
- package/dist/lib/app-shell/utility.d.ts +20 -0
- package/dist/lib/app-shell/utility.js +44 -0
- package/dist/lib/attempt.d.ts +24 -0
- package/dist/lib/attempt.js +27 -0
- package/dist/lib/billing/plan-normalizer.d.ts +71 -0
- package/dist/lib/billing/plan-normalizer.js +145 -0
- package/dist/lib/browser-csp/index.d.ts +72 -0
- package/dist/lib/browser-csp/index.js +79 -0
- package/dist/lib/browser-csp/shared-mode-ssr.d.ts +19 -0
- package/dist/lib/browser-csp/shared-mode-ssr.js +74 -0
- package/dist/lib/client/core.d.ts +9 -0
- package/dist/lib/client/core.js +7 -0
- package/dist/lib/client/form-action.d.ts +50 -0
- package/dist/lib/client/form-action.js +87 -0
- package/dist/lib/client/guard/gate.d.ts +13 -0
- package/dist/lib/client/guard/gate.js +139 -0
- package/dist/lib/client/index.d.ts +16 -0
- package/dist/lib/client/index.js +15 -0
- package/dist/lib/client/internal/base-client.d.ts +22 -0
- package/dist/lib/client/internal/base-client.js +95 -0
- package/dist/lib/client/internal/base-helpers.d.ts +13 -0
- package/dist/lib/client/internal/base-helpers.js +101 -0
- package/dist/lib/client/internal/base-types.d.ts +41 -0
- package/dist/lib/client/internal/base-types.js +16 -0
- package/dist/lib/client/internal/endpoint.d.ts +23 -0
- package/dist/lib/client/internal/endpoint.js +58 -0
- package/dist/lib/client/internal/generator.d.ts +69 -0
- package/dist/lib/client/internal/generator.js +213 -0
- package/dist/lib/client/internal/index.d.ts +5 -0
- package/dist/lib/client/internal/index.js +4 -0
- package/dist/lib/client/internal/node/http2-fetch.node.d.ts +10 -0
- package/dist/lib/client/internal/node/http2-fetch.node.js +24 -0
- package/dist/lib/client/internal/request-builder.d.ts +21 -0
- package/dist/lib/client/internal/request-builder.js +199 -0
- package/dist/lib/client/internal/sse-stream.d.ts +23 -0
- package/dist/lib/client/internal/sse-stream.js +127 -0
- package/dist/lib/client/internal/vibes-client.d.ts +37 -0
- package/dist/lib/client/internal/vibes-client.js +137 -0
- package/dist/lib/client/internal/wrap-fetch.d.ts +13 -0
- package/dist/lib/client/internal/wrap-fetch.js +51 -0
- package/dist/lib/client/layout/mount.d.ts +13 -0
- package/dist/lib/client/layout/mount.js +26 -0
- package/dist/lib/client/node.d.ts +7 -0
- package/dist/lib/client/node.js +8 -0
- package/dist/lib/client/page/enhance.d.ts +6 -0
- package/dist/lib/client/page/enhance.js +22 -0
- package/dist/lib/client/schemas/gate.d.ts +31 -0
- package/dist/lib/client/schemas/gate.js +1 -0
- package/dist/lib/client/services/permissions.d.ts +41 -0
- package/dist/lib/client/services/permissions.js +103 -0
- package/dist/lib/client/status-restricted-fetch.d.ts +49 -0
- package/dist/lib/client/status-restricted-fetch.js +117 -0
- package/dist/lib/client/types.d.ts +62 -0
- package/dist/lib/client/types.js +48 -0
- package/dist/lib/common/index.d.ts +1 -0
- package/dist/lib/common/index.js +1 -0
- package/dist/lib/common/slug.d.ts +9 -0
- package/dist/lib/common/slug.js +37 -0
- package/dist/lib/components/a11y/MotionPreferenceRoot.svelte +24 -0
- package/dist/lib/components/a11y/MotionPreferenceRoot.svelte.d.ts +12 -0
- package/dist/lib/components/a11y/SkipLink.svelte +95 -0
- package/dist/lib/components/a11y/SkipLink.svelte.d.ts +21 -0
- package/dist/lib/components/a11y/index.d.ts +3 -0
- package/dist/lib/components/a11y/index.js +4 -0
- package/dist/lib/components/a11y/motion-preference.d.ts +24 -0
- package/dist/lib/components/a11y/motion-preference.js +48 -0
- package/dist/lib/components/app-shell/AppMenuChip.svelte +122 -0
- package/dist/lib/components/app-shell/AppMenuChip.svelte.d.ts +15 -0
- package/dist/lib/components/app-shell/AppShell.svelte +73 -0
- package/dist/lib/components/app-shell/AppShell.svelte.d.ts +99 -0
- package/dist/lib/components/app-shell/AppShellOmnibar.svelte +668 -0
- package/dist/lib/components/app-shell/AppShellOmnibar.svelte.d.ts +40 -0
- package/dist/lib/components/app-shell/AppShellUtilityMenuItems.svelte +21 -0
- package/dist/lib/components/app-shell/AppShellUtilityMenuItems.svelte.d.ts +7 -0
- package/dist/lib/components/app-shell/AppShellUtilityMounts.svelte +20 -0
- package/dist/lib/components/app-shell/AppShellUtilityMounts.svelte.d.ts +7 -0
- package/dist/lib/components/app-shell/AppShellUtilityTriggers.svelte +36 -0
- package/dist/lib/components/app-shell/AppShellUtilityTriggers.svelte.d.ts +9 -0
- package/dist/lib/components/app-shell/AppSwitcherRail.svelte +108 -0
- package/dist/lib/components/app-shell/AppSwitcherRail.svelte.d.ts +11 -0
- package/dist/lib/components/app-shell/InterfaceTypeMenu.svelte +19 -0
- package/dist/lib/components/app-shell/InterfaceTypeMenu.svelte.d.ts +15 -0
- package/dist/lib/components/app-shell/OrgSwitcher.svelte +81 -0
- package/dist/lib/components/app-shell/OrgSwitcher.svelte.d.ts +16 -0
- package/dist/lib/components/app-shell/ProductShell.svelte +668 -0
- package/dist/lib/components/app-shell/ProductShell.svelte.d.ts +120 -0
- package/dist/lib/components/app-shell/ProductShellHeader.svelte +78 -0
- package/dist/lib/components/app-shell/ProductShellHeader.svelte.d.ts +19 -0
- package/dist/lib/components/app-shell/RightSidebarPanel.svelte +38 -0
- package/dist/lib/components/app-shell/RightSidebarPanel.svelte.d.ts +8 -0
- package/dist/lib/components/app-shell/ShellAmbientCanvas.svelte +257 -0
- package/dist/lib/components/app-shell/ShellAmbientCanvas.svelte.d.ts +6 -0
- package/dist/lib/components/app-shell/ShellStyleMenu.svelte +155 -0
- package/dist/lib/components/app-shell/ShellStyleMenu.svelte.d.ts +17 -0
- package/dist/lib/components/app-shell/SidebarNavigation.svelte +338 -0
- package/dist/lib/components/app-shell/SidebarNavigation.svelte.d.ts +11 -0
- package/dist/lib/components/app-shell/UserMenu.svelte +148 -0
- package/dist/lib/components/app-shell/UserMenu.svelte.d.ts +22 -0
- package/dist/lib/components/app-shell/WorkspaceLink.svelte +39 -0
- package/dist/lib/components/app-shell/WorkspaceLink.svelte.d.ts +9 -0
- package/dist/lib/components/app-shell/app-navigation.d.ts +1 -0
- package/dist/lib/components/app-shell/app-navigation.js +1 -0
- package/dist/lib/components/app-shell/app-shell-utilities.svelte.d.ts +67 -0
- package/dist/lib/components/app-shell/app-shell-utilities.svelte.js +133 -0
- package/dist/lib/components/app-shell/app-shell-utility.kind.d.ts +46 -0
- package/dist/lib/components/app-shell/app-shell-utility.kind.js +24 -0
- package/dist/lib/components/app-shell/descriptor-navigation.d.ts +31 -0
- package/dist/lib/components/app-shell/descriptor-navigation.js +36 -0
- package/dist/lib/components/app-shell/index.d.ts +29 -0
- package/dist/lib/components/app-shell/index.js +21 -0
- package/dist/lib/components/app-shell/interface-type.d.ts +9 -0
- package/dist/lib/components/app-shell/interface-type.js +39 -0
- package/dist/lib/components/app-shell/nav-active.d.ts +8 -0
- package/dist/lib/components/app-shell/nav-active.js +15 -0
- package/dist/lib/components/app-shell/org-switch-navigation.d.ts +43 -0
- package/dist/lib/components/app-shell/org-switch-navigation.js +50 -0
- package/dist/lib/components/app-shell/packaged-navigation.d.ts +2 -0
- package/dist/lib/components/app-shell/packaged-navigation.js +4 -0
- package/dist/lib/components/app-shell/product-shell-scroll.d.ts +20 -0
- package/dist/lib/components/app-shell/product-shell-scroll.js +22 -0
- package/dist/lib/components/app-shell/schemas/app-navigation.d.ts +170 -0
- package/dist/lib/components/app-shell/schemas/app-navigation.js +1 -0
- package/dist/lib/components/app-shell/schemas/app-shell-utility.d.ts +124 -0
- package/dist/lib/components/app-shell/schemas/app-shell-utility.js +61 -0
- package/dist/lib/components/app-shell/shell-location.d.ts +13 -0
- package/dist/lib/components/app-shell/shell-location.js +16 -0
- package/dist/lib/components/app-shell/shell-style-store.svelte.d.ts +16 -0
- package/dist/lib/components/app-shell/shell-style-store.svelte.js +59 -0
- package/dist/lib/components/app-shell/shell-style.d.ts +44 -0
- package/dist/lib/components/app-shell/shell-style.js +108 -0
- package/dist/lib/components/background/CanvasBackground.svelte +95 -0
- package/dist/lib/components/background/CanvasBackground.svelte.d.ts +15 -0
- package/dist/lib/components/background/index.d.ts +1 -0
- package/dist/lib/components/background/index.js +1 -0
- package/dist/lib/components/banner/Banner.svelte +50 -0
- package/dist/lib/components/banner/Banner.svelte.d.ts +24 -0
- package/dist/lib/components/base/animation-store.svelte.d.ts +17 -0
- package/dist/lib/components/base/animation-store.svelte.js +162 -0
- package/dist/lib/components/billing/BillingGate.svelte +123 -0
- package/dist/lib/components/billing/BillingGate.svelte.d.ts +24 -0
- package/dist/lib/components/billing/PastDueBanner.svelte +98 -0
- package/dist/lib/components/billing/PastDueBanner.svelte.d.ts +26 -0
- package/dist/lib/components/billing/dialogs/CreditsDialog.svelte +43 -0
- package/dist/lib/components/billing/dialogs/CreditsDialog.svelte.d.ts +4 -0
- package/dist/lib/components/billing/dialogs/schemas/dialogs.d.ts +40 -0
- package/dist/lib/components/billing/dialogs/schemas/dialogs.js +1 -0
- package/dist/lib/components/billing/dialogs/schemas/index.d.ts +1 -0
- package/dist/lib/components/billing/dialogs/schemas/index.js +1 -0
- package/dist/lib/components/billing/index.d.ts +4 -0
- package/dist/lib/components/billing/index.js +4 -0
- package/dist/lib/components/brand/VibesLogo.svelte +32 -0
- package/dist/lib/components/brand/VibesLogo.svelte.d.ts +12 -0
- package/dist/lib/components/brand/index.d.ts +2 -0
- package/dist/lib/components/brand/index.js +2 -0
- package/dist/lib/components/brand/vibes-logo.d.ts +2 -0
- package/dist/lib/components/brand/vibes-logo.js +194 -0
- package/dist/lib/components/code/CodeEditor.svelte +405 -0
- package/dist/lib/components/code/CodeEditor.svelte.d.ts +62 -0
- package/dist/lib/components/code/CodeEditorCodemirror.svelte +186 -0
- package/dist/lib/components/code/CodeEditorCodemirror.svelte.d.ts +17 -0
- package/dist/lib/components/code/CodeSourceFallback.svelte +70 -0
- package/dist/lib/components/code/CodeSourceFallback.svelte.d.ts +17 -0
- package/dist/lib/components/code/CodeTokenTheme.svelte +177 -0
- package/dist/lib/components/code/CodeTokenTheme.svelte.d.ts +18 -0
- package/dist/lib/components/code/CodeTokenizedLine.svelte +38 -0
- package/dist/lib/components/code/CodeTokenizedLine.svelte.d.ts +11 -0
- package/dist/lib/components/code/CodeViewer.svelte +157 -0
- package/dist/lib/components/code/CodeViewer.svelte.d.ts +14 -0
- package/dist/lib/components/code/EditorFullscreenDialog.svelte +137 -0
- package/dist/lib/components/code/EditorFullscreenDialog.svelte.d.ts +51 -0
- package/dist/lib/components/code/EditorToolbar.svelte +255 -0
- package/dist/lib/components/code/EditorToolbar.svelte.d.ts +19 -0
- package/dist/lib/components/code/MonacoEditor.svelte +13 -0
- package/dist/lib/components/code/MonacoEditor.svelte.d.ts +5 -0
- package/dist/lib/components/code/MonacoEditorCore.svelte +362 -0
- package/dist/lib/components/code/MonacoEditorCore.svelte.d.ts +41 -0
- package/dist/lib/components/code/ObjectEditor.svelte +135 -0
- package/dist/lib/components/code/ObjectEditor.svelte.d.ts +21 -0
- package/dist/lib/components/code/PlainMonacoEditor.svelte +16 -0
- package/dist/lib/components/code/PlainMonacoEditor.svelte.d.ts +5 -0
- package/dist/lib/components/code/SkeletonEditor.svelte +25 -0
- package/dist/lib/components/code/SkeletonEditor.svelte.d.ts +7 -0
- package/dist/lib/components/code/TabbedMarkdownEditor.svelte +76 -0
- package/dist/lib/components/code/TabbedMarkdownEditor.svelte.d.ts +36 -0
- package/dist/lib/components/code/TabbedMarkdownPreview.svelte +11 -0
- package/dist/lib/components/code/TabbedMarkdownPreview.svelte.d.ts +10 -0
- package/dist/lib/components/code/ai-errors.d.ts +28 -0
- package/dist/lib/components/code/ai-errors.js +48 -0
- package/dist/lib/components/code/appearance.d.ts +8 -0
- package/dist/lib/components/code/appearance.js +67 -0
- package/dist/lib/components/code/code-editor-selection.d.ts +4 -0
- package/dist/lib/components/code/code-editor-selection.js +1 -0
- package/dist/lib/components/code/code-editor-surface.d.ts +15 -0
- package/dist/lib/components/code/code-editor-surface.js +42 -0
- package/dist/lib/components/code/highlight.d.ts +28 -0
- package/dist/lib/components/code/highlight.js +151 -0
- package/dist/lib/components/code/index.d.ts +18 -0
- package/dist/lib/components/code/index.js +17 -0
- package/dist/lib/components/code/language.d.ts +6 -0
- package/dist/lib/components/code/language.js +132 -0
- package/dist/lib/components/code/monaco/themes/Tomorrow-Night-Bright.json +6 -0
- package/dist/lib/components/code/monaco/themes/Tomorrow.json +6 -0
- package/dist/lib/components/code/monaco/types/benchmark-env.d.ts +4 -0
- package/dist/lib/components/code/monaco/types/bun-test-types.d.ts +8 -0
- package/dist/lib/components/code/monaco/types/bun-test-types.js +120 -0
- package/dist/lib/components/code/monaco/types/vite-imports.d.ts +11 -0
- package/dist/lib/components/code/monaco-loader-minimal.d.ts +17 -0
- package/dist/lib/components/code/monaco-loader-minimal.js +48 -0
- package/dist/lib/components/code/monaco-loader.d.ts +12 -0
- package/dist/lib/components/code/monaco-loader.js +89 -0
- package/dist/lib/components/code/monaco-model-registry.d.ts +29 -0
- package/dist/lib/components/code/monaco-model-registry.js +76 -0
- package/dist/lib/components/code/monaco-setup.d.ts +30 -0
- package/dist/lib/components/code/monaco-setup.js +126 -0
- package/dist/lib/components/code/monaco-theme-coordinator.d.ts +13 -0
- package/dist/lib/components/code/monaco-theme-coordinator.js +160 -0
- package/dist/lib/components/code/monaco-theme.d.ts +43 -0
- package/dist/lib/components/code/monaco-theme.js +229 -0
- package/dist/lib/components/demo/DemoBanner.svelte +32 -0
- package/dist/lib/components/demo/DemoBanner.svelte.d.ts +9 -0
- package/dist/lib/components/error-boundary/ErrorPage.svelte +116 -0
- package/dist/lib/components/error-boundary/ErrorPage.svelte.d.ts +39 -0
- package/dist/lib/components/error-boundary/GlobalErrorBoundary.svelte +134 -0
- package/dist/lib/components/error-boundary/GlobalErrorBoundary.svelte.d.ts +27 -0
- package/dist/lib/components/error-boundary/error-page-info.d.ts +6 -0
- package/dist/lib/components/error-boundary/error-page-info.js +34 -0
- package/dist/lib/components/error-boundary/index.d.ts +3 -0
- package/dist/lib/components/error-boundary/index.js +4 -0
- package/dist/lib/components/fetch/CachedLoader.svelte +56 -0
- package/dist/lib/components/fetch/CachedLoader.svelte.d.ts +28 -0
- package/dist/lib/components/fetch/CollectionPagination.svelte +50 -0
- package/dist/lib/components/fetch/CollectionPagination.svelte.d.ts +37 -0
- package/dist/lib/components/fetch/Loader.svelte +12 -0
- package/dist/lib/components/fetch/Loader.svelte.d.ts +7 -0
- package/dist/lib/components/fetch/ObserverQuery.svelte +100 -0
- package/dist/lib/components/fetch/ObserverQuery.svelte.d.ts +44 -0
- package/dist/lib/components/fetch/index.d.ts +5 -0
- package/dist/lib/components/fetch/index.js +4 -0
- package/dist/lib/components/fetch/query-cache.d.ts +25 -0
- package/dist/lib/components/fetch/query-cache.js +176 -0
- package/dist/lib/components/fetch/schemas/query.d.ts +24 -0
- package/dist/lib/components/fetch/schemas/query.js +1 -0
- package/dist/lib/components/form-utils/FormError.svelte +49 -0
- package/dist/lib/components/form-utils/FormError.svelte.d.ts +19 -0
- package/dist/lib/components/form-utils/VibesFormField.svelte +42 -0
- package/dist/lib/components/form-utils/VibesFormField.svelte.d.ts +25 -0
- package/dist/lib/components/form-utils/index.d.ts +2 -0
- package/dist/lib/components/form-utils/index.js +3 -0
- package/dist/lib/components/glass/SelectorPill.svelte +21 -0
- package/dist/lib/components/glass/SelectorPill.svelte.d.ts +9 -0
- package/dist/lib/components/glass/SelectorPillDivider.svelte +11 -0
- package/dist/lib/components/glass/SelectorPillDivider.svelte.d.ts +4 -0
- package/dist/lib/components/glass/index.d.ts +2 -0
- package/dist/lib/components/glass/index.js +2 -0
- package/dist/lib/components/graphql/GraphQLExplorer.svelte +661 -0
- package/dist/lib/components/graphql/GraphQLExplorer.svelte.d.ts +10 -0
- package/dist/lib/components/graphql/graphql-mode.d.ts +13 -0
- package/dist/lib/components/graphql/graphql-mode.js +93 -0
- package/dist/lib/components/graphql/graphql.worker.d.ts +1 -0
- package/dist/lib/components/graphql/graphql.worker.js +5 -0
- package/dist/lib/components/graphql/index.d.ts +10 -0
- package/dist/lib/components/graphql/index.js +9 -0
- package/dist/lib/components/graphql/types.d.ts +64 -0
- package/dist/lib/components/graphql/types.js +66 -0
- package/dist/lib/components/icon/Icon.svelte +92 -0
- package/dist/lib/components/icon/Icon.svelte.d.ts +17 -0
- package/dist/lib/components/icon/index.d.ts +2 -0
- package/dist/lib/components/icon/index.js +1 -0
- package/dist/lib/components/icon/missing-icon-warnings.d.ts +8 -0
- package/dist/lib/components/icon/missing-icon-warnings.js +8 -0
- package/dist/lib/components/index.d.ts +90 -0
- package/dist/lib/components/index.js +102 -0
- package/dist/lib/components/layout/DetailPage.svelte +70 -0
- package/dist/lib/components/layout/DetailPage.svelte.d.ts +38 -0
- package/dist/lib/components/layout/EmptyState.svelte +88 -0
- package/dist/lib/components/layout/EmptyState.svelte.d.ts +36 -0
- package/dist/lib/components/layout/FeatureCard.svelte +58 -0
- package/dist/lib/components/layout/FeatureCard.svelte.d.ts +26 -0
- package/dist/lib/components/layout/FormPage.svelte +95 -0
- package/dist/lib/components/layout/FormPage.svelte.d.ts +42 -0
- package/dist/lib/components/layout/InfoCard.svelte +69 -0
- package/dist/lib/components/layout/InfoCard.svelte.d.ts +22 -0
- package/dist/lib/components/layout/ListPage.svelte +64 -0
- package/dist/lib/components/layout/ListPage.svelte.d.ts +38 -0
- package/dist/lib/components/layout/NestedSidebarLayout.svelte +153 -0
- package/dist/lib/components/layout/NestedSidebarLayout.svelte.d.ts +20 -0
- package/dist/lib/components/layout/PageContainer.svelte +15 -0
- package/dist/lib/components/layout/PageContainer.svelte.d.ts +14 -0
- package/dist/lib/components/layout/PageHeader.svelte +60 -0
- package/dist/lib/components/layout/PageHeader.svelte.d.ts +23 -0
- package/dist/lib/components/layout/ServiceDegradedState.svelte +43 -0
- package/dist/lib/components/layout/ServiceDegradedState.svelte.d.ts +19 -0
- package/dist/lib/components/layout/SettingsPage.svelte +45 -0
- package/dist/lib/components/layout/SettingsPage.svelte.d.ts +22 -0
- package/dist/lib/components/layout/StatsCard.svelte +53 -0
- package/dist/lib/components/layout/StatsCard.svelte.d.ts +44 -0
- package/dist/lib/components/layout/UserNav.svelte +163 -0
- package/dist/lib/components/layout/UserNav.svelte.d.ts +12 -0
- package/dist/lib/components/layout/index.d.ts +14 -0
- package/dist/lib/components/layout/index.js +15 -0
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* is what lets the field carry momentum: each particle is held to its home
|
|
7
|
+
* (its place in the current target) by a damped spring, orbits that home on
|
|
8
|
+
* a small local path so the assembled shape is never frozen, and answers the
|
|
9
|
+
* cursor the way the FlowerOfLife canvas does — a spring-lagged pointer with
|
|
10
|
+
* a vortex that swirls parts around it as it passes, and ripples spawned by
|
|
11
|
+
* movement and clicks that lift the surface like water.
|
|
12
|
+
*
|
|
13
|
+
* The cursor acts through MOMENTUM ONLY. Every cursor term — the local stir,
|
|
14
|
+
* the drag along the stroke, the ripples it sheds, the bulk flow of the tank,
|
|
15
|
+
* and even the light on stirred parts — is multiplied by how fast the lagged
|
|
16
|
+
* pointer is travelling. A hand held on the surface, however long, changes
|
|
17
|
+
* nothing: what the reader sees is the float, the breath and the camera the
|
|
18
|
+
* field would have had anyway. Falsifier: `probe-still.mjs` in home-web.
|
|
19
|
+
*
|
|
20
|
+
* Homes morph between targets with a per-point stagger, so a structure
|
|
21
|
+
* assembles the way a scan resolves. Framework-free: a Svelte wrapper owns
|
|
22
|
+
* the DOM, the motion policy, and the theme colours.
|
|
23
|
+
*/
|
|
24
|
+
const DEFAULT_DYNAMICS = {
|
|
25
|
+
float: 1,
|
|
26
|
+
swirl: 1,
|
|
27
|
+
ripple: 1,
|
|
28
|
+
stiffness: 1,
|
|
29
|
+
momentum: 1,
|
|
30
|
+
current: 1
|
|
31
|
+
};
|
|
32
|
+
const VERT = `#version 300 es
|
|
33
|
+
precision highp float;
|
|
34
|
+
in vec4 a_pos; // xyz world position, w agitation 0..1
|
|
35
|
+
in float a_seed;
|
|
36
|
+
in float a_intFrom;
|
|
37
|
+
in float a_intTo;
|
|
38
|
+
|
|
39
|
+
uniform mat4 u_viewProj;
|
|
40
|
+
uniform float u_t; // morph progress 0..1
|
|
41
|
+
uniform float u_stagger; // portion of u_t spent staggering
|
|
42
|
+
uniform float u_size; // point size scale (px * dpr)
|
|
43
|
+
|
|
44
|
+
out float v_int;
|
|
45
|
+
out float v_depth;
|
|
46
|
+
out float v_agit;
|
|
47
|
+
|
|
48
|
+
float easeInOut(float x) { return x * x * (3.0 - 2.0 * x); }
|
|
49
|
+
|
|
50
|
+
void main() {
|
|
51
|
+
float start = a_seed * u_stagger;
|
|
52
|
+
float local = clamp((u_t - start) / max(0.0001, 1.0 - u_stagger), 0.0, 1.0);
|
|
53
|
+
float e = easeInOut(local);
|
|
54
|
+
vec4 clip = u_viewProj * vec4(a_pos.xyz, 1.0);
|
|
55
|
+
gl_Position = clip;
|
|
56
|
+
v_depth = clip.z / clip.w;
|
|
57
|
+
v_agit = a_pos.w;
|
|
58
|
+
v_int = mix(a_intFrom, a_intTo, e);
|
|
59
|
+
float size = u_size * (0.85 + v_int * 0.45 + a_pos.w * 0.35) / max(0.5, clip.w);
|
|
60
|
+
gl_PointSize = clamp(size, 1.0, 5.0);
|
|
61
|
+
}`;
|
|
62
|
+
const FRAG = `#version 300 es
|
|
63
|
+
precision highp float;
|
|
64
|
+
in float v_int;
|
|
65
|
+
in float v_depth;
|
|
66
|
+
in float v_agit;
|
|
67
|
+
uniform vec3 u_signal;
|
|
68
|
+
uniform vec3 u_accent;
|
|
69
|
+
uniform vec3 u_fog;
|
|
70
|
+
uniform float u_time;
|
|
71
|
+
uniform float u_sweep;
|
|
72
|
+
uniform vec2 u_viewport; // device px
|
|
73
|
+
out vec4 outColor;
|
|
74
|
+
|
|
75
|
+
// Sunlight through a water surface. Three drifting sine bands of different
|
|
76
|
+
// scale are summed and then clipped near their crests, which is what turns a
|
|
77
|
+
// smooth wave into separated shafts; the bands lean with height so the rays
|
|
78
|
+
// converge downward the way refracted light does, and they fade with depth
|
|
79
|
+
// because the water eats the light on the way down.
|
|
80
|
+
float shafts(vec2 uv, float t) {
|
|
81
|
+
float x = uv.x * 6.2;
|
|
82
|
+
float y = uv.y * 2.4;
|
|
83
|
+
// the bands lean with depth, so the shafts splay downward
|
|
84
|
+
float s = sin(x + y * 0.85 + t * 0.34);
|
|
85
|
+
s += 0.74 * sin(x * 1.63 - y * 0.52 + t * 0.51 + 1.3);
|
|
86
|
+
s += 0.52 * sin(x * 3.07 + y * 1.15 - t * 0.42 + 2.7);
|
|
87
|
+
// only the crests carry light; the rest of the surface is dark water
|
|
88
|
+
float ray = smoothstep(0.42, 1.62, s);
|
|
89
|
+
// brightest where the light enters, gone by the floor
|
|
90
|
+
float depth = smoothstep(1.08, -0.15, uv.y);
|
|
91
|
+
return ray * depth;
|
|
92
|
+
}
|
|
93
|
+
|
|
94
|
+
void main() {
|
|
95
|
+
vec2 d = gl_PointCoord - 0.5;
|
|
96
|
+
float r = dot(d, d) * 4.0;
|
|
97
|
+
if (r > 1.0) discard;
|
|
98
|
+
float disc = 1.0 - smoothstep(0.45, 1.0, r);
|
|
99
|
+
// depth fog: far points sink a little toward the ground colour; never vanish
|
|
100
|
+
float fog = smoothstep(1.0, 0.2, v_depth);
|
|
101
|
+
// the light in the room, in screen space so it stays put while the figure
|
|
102
|
+
// turns under it
|
|
103
|
+
vec2 uv = gl_FragCoord.xy / max(u_viewport, vec2(1.0));
|
|
104
|
+
uv.y = 1.0 - uv.y;
|
|
105
|
+
float ray = u_sweep * shafts(uv, u_time);
|
|
106
|
+
// a part catches more of it while it is moving, the way disturbed water does
|
|
107
|
+
float sheen = ray * (0.7 + v_agit * 0.8) * (0.35 + v_int * 0.65);
|
|
108
|
+
// Crisp, saturated colors: electric chartreuse base, zero muddy gray fog
|
|
109
|
+
vec3 col = mix(u_signal * 0.8, u_signal, v_int);
|
|
110
|
+
// stirred parts warm toward the accent, like light catching a moving surface
|
|
111
|
+
col = mix(col, u_accent, clamp(v_agit * 0.8, 0.0, 1.0) * (0.35 + v_int * 0.65));
|
|
112
|
+
// Light shafts shimmer with golden electric radiance — NEVER washing out to white or gray
|
|
113
|
+
vec3 shimmer = mix(u_signal, u_accent, 0.65);
|
|
114
|
+
col = mix(col, shimmer, clamp(sheen * 0.8, 0.0, 0.85));
|
|
115
|
+
col = mix(col, vec3(1.0, 0.98, 0.9), clamp(sheen * 0.35, 0.0, 0.35));
|
|
116
|
+
float a = disc * (0.65 + v_int * 0.35) * (0.75 + fog * 0.25) * (1.0 + v_agit * 0.35 + sheen * 0.45);
|
|
117
|
+
outColor = vec4(col * a, min(a, 1.0));
|
|
118
|
+
}`;
|
|
119
|
+
function compile(gl, type, src) {
|
|
120
|
+
const sh = gl.createShader(type);
|
|
121
|
+
if (!sh)
|
|
122
|
+
throw new Error('shader alloc failed');
|
|
123
|
+
gl.shaderSource(sh, src);
|
|
124
|
+
gl.compileShader(sh);
|
|
125
|
+
if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS)) {
|
|
126
|
+
const log = gl.getShaderInfoLog(sh);
|
|
127
|
+
gl.deleteShader(sh);
|
|
128
|
+
throw new Error('shader compile failed: ' + log);
|
|
129
|
+
}
|
|
130
|
+
return sh;
|
|
131
|
+
}
|
|
132
|
+
function perspective(out, fovy, aspect, near, far) {
|
|
133
|
+
const f = 1 / Math.tan(fovy / 2);
|
|
134
|
+
out.fill(0);
|
|
135
|
+
out[0] = f / aspect;
|
|
136
|
+
out[5] = f;
|
|
137
|
+
out[10] = (far + near) / (near - far);
|
|
138
|
+
out[11] = -1;
|
|
139
|
+
out[14] = (2 * far * near) / (near - far);
|
|
140
|
+
}
|
|
141
|
+
function lookAt(out, eye, target, up) {
|
|
142
|
+
let zx = eye[0] - target[0], zy = eye[1] - target[1], zz = eye[2] - target[2];
|
|
143
|
+
let l = Math.hypot(zx, zy, zz) || 1;
|
|
144
|
+
zx /= l;
|
|
145
|
+
zy /= l;
|
|
146
|
+
zz /= l;
|
|
147
|
+
let xx = up[1] * zz - up[2] * zy, xy = up[2] * zx - up[0] * zz, xz = up[0] * zy - up[1] * zx;
|
|
148
|
+
l = Math.hypot(xx, xy, xz) || 1;
|
|
149
|
+
xx /= l;
|
|
150
|
+
xy /= l;
|
|
151
|
+
xz /= l;
|
|
152
|
+
const yx = zy * xz - zz * xy, yy = zz * xx - zx * xz, yz = zx * xy - zy * xx;
|
|
153
|
+
out[0] = xx;
|
|
154
|
+
out[1] = yx;
|
|
155
|
+
out[2] = zx;
|
|
156
|
+
out[3] = 0;
|
|
157
|
+
out[4] = xy;
|
|
158
|
+
out[5] = yy;
|
|
159
|
+
out[6] = zy;
|
|
160
|
+
out[7] = 0;
|
|
161
|
+
out[8] = xz;
|
|
162
|
+
out[9] = yz;
|
|
163
|
+
out[10] = zz;
|
|
164
|
+
out[11] = 0;
|
|
165
|
+
out[12] = -(xx * eye[0] + xy * eye[1] + xz * eye[2]);
|
|
166
|
+
out[13] = -(yx * eye[0] + yy * eye[1] + yz * eye[2]);
|
|
167
|
+
out[14] = -(zx * eye[0] + zy * eye[1] + zz * eye[2]);
|
|
168
|
+
out[15] = 1;
|
|
169
|
+
}
|
|
170
|
+
function mul(out, a, b) {
|
|
171
|
+
for (let i = 0; i < 4; i++) {
|
|
172
|
+
for (let j = 0; j < 4; j++) {
|
|
173
|
+
out[j * 4 + i] =
|
|
174
|
+
a[i] * b[j * 4] +
|
|
175
|
+
a[4 + i] * b[j * 4 + 1] +
|
|
176
|
+
a[8 + i] * b[j * 4 + 2] +
|
|
177
|
+
a[12 + i] * b[j * 4 + 3];
|
|
178
|
+
}
|
|
179
|
+
}
|
|
180
|
+
}
|
|
181
|
+
const FOV = 0.9;
|
|
182
|
+
const TAU = Math.PI * 2;
|
|
183
|
+
export function createField(canvas, opts) {
|
|
184
|
+
const context = canvas.getContext('webgl2', {
|
|
185
|
+
alpha: true,
|
|
186
|
+
antialias: false,
|
|
187
|
+
depth: false,
|
|
188
|
+
stencil: false,
|
|
189
|
+
premultipliedAlpha: true,
|
|
190
|
+
powerPreference: 'low-power'
|
|
191
|
+
});
|
|
192
|
+
if (!context)
|
|
193
|
+
throw new Error('webgl2 unavailable');
|
|
194
|
+
const gl = context;
|
|
195
|
+
const count = opts.count;
|
|
196
|
+
const maxDpr = opts.maxDpr ?? 1.5;
|
|
197
|
+
const morphMs = (opts.morphSeconds ?? 9) * 1000;
|
|
198
|
+
const stagger = opts.stagger ?? 0.55;
|
|
199
|
+
const pointSize = opts.pointSize ?? 1.8;
|
|
200
|
+
let autoRotate = opts.autoRotate ?? 0.08;
|
|
201
|
+
let colors = opts.colors;
|
|
202
|
+
const dynamics = { ...DEFAULT_DYNAMICS, ...opts.dynamics };
|
|
203
|
+
const program = gl.createProgram();
|
|
204
|
+
gl.attachShader(program, compile(gl, gl.VERTEX_SHADER, VERT));
|
|
205
|
+
gl.attachShader(program, compile(gl, gl.FRAGMENT_SHADER, FRAG));
|
|
206
|
+
gl.linkProgram(program);
|
|
207
|
+
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
|
|
208
|
+
throw new Error('program link failed: ' + gl.getProgramInfoLog(program));
|
|
209
|
+
}
|
|
210
|
+
gl.useProgram(program);
|
|
211
|
+
const U = (n) => gl.getUniformLocation(program, n);
|
|
212
|
+
const u = {
|
|
213
|
+
viewProj: U('u_viewProj'),
|
|
214
|
+
t: U('u_t'),
|
|
215
|
+
stagger: U('u_stagger'),
|
|
216
|
+
time: U('u_time'),
|
|
217
|
+
size: U('u_size'),
|
|
218
|
+
signal: U('u_signal'),
|
|
219
|
+
accent: U('u_accent'),
|
|
220
|
+
fog: U('u_fog'),
|
|
221
|
+
sweep: U('u_sweep'),
|
|
222
|
+
viewport: U('u_viewport')
|
|
223
|
+
};
|
|
224
|
+
// ---- buffers: one packed dynamic vec4 (xyz + agitation), static seed, per-target intensities
|
|
225
|
+
const vao = gl.createVertexArray();
|
|
226
|
+
gl.bindVertexArray(vao);
|
|
227
|
+
const bufPos = gl.createBuffer(), bufSeed = gl.createBuffer();
|
|
228
|
+
const bufIntFrom = gl.createBuffer(), bufIntTo = gl.createBuffer();
|
|
229
|
+
const attr = (name, buf, size) => {
|
|
230
|
+
const loc = gl.getAttribLocation(program, name);
|
|
231
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
|
|
232
|
+
gl.enableVertexAttribArray(loc);
|
|
233
|
+
gl.vertexAttribPointer(loc, size, gl.FLOAT, false, 0, 0);
|
|
234
|
+
};
|
|
235
|
+
const seeds = new Float32Array(count);
|
|
236
|
+
for (let i = 0; i < count; i++)
|
|
237
|
+
seeds[i] = (i * 0.6180339887) % 1; // golden-ratio spread, no clumps
|
|
238
|
+
const packed = new Float32Array(count * 4);
|
|
239
|
+
const pos = new Float32Array(count * 3);
|
|
240
|
+
const vel = new Float32Array(count * 3);
|
|
241
|
+
// per-particle orbit character, fixed for the life of the field
|
|
242
|
+
const orbitPhase = new Float32Array(count);
|
|
243
|
+
const orbitRate = new Float32Array(count);
|
|
244
|
+
const orbitRadius = new Float32Array(count);
|
|
245
|
+
// How eagerly each part returns home. A single stiffness makes a disturbed
|
|
246
|
+
// patch float back as one sheet; a spread makes it come back the way a
|
|
247
|
+
// handful of suspended matter does, some parts settling while others are
|
|
248
|
+
// still drifting.
|
|
249
|
+
const springScale = new Float32Array(count);
|
|
250
|
+
for (let i = 0; i < count; i++) {
|
|
251
|
+
const s = seeds[i];
|
|
252
|
+
orbitPhase[i] = s * TAU;
|
|
253
|
+
orbitRate[i] = 0.12 + ((i * 0.7548776662) % 1) * 0.33;
|
|
254
|
+
orbitRadius[i] = 0.0018 + ((i * 0.5698402909) % 1) * 0.0045;
|
|
255
|
+
springScale[i] = 0.62 + ((i * 0.4335633244) % 1) * 0.78;
|
|
256
|
+
}
|
|
257
|
+
// ---- wanderers: parts whose home is not a fixed place in the structure but
|
|
258
|
+
// a walk along it. Each hop is to a neighbour drawn from a spatial hash of
|
|
259
|
+
// the CURRENT target, so a wanderer travels the figure's own lines — around
|
|
260
|
+
// a circle of the flower, up a column of the temple — instead of cutting
|
|
261
|
+
// across the middle of it. `wanderOf[i]` is the slot for particle i, or -1.
|
|
262
|
+
const wanderShare = Math.max(0, Math.min(1, opts.wander ?? 0.08));
|
|
263
|
+
const wanderCount = Math.floor(count * wanderShare);
|
|
264
|
+
const wanderOf = new Int32Array(count).fill(-1);
|
|
265
|
+
const wanderIdx = new Int32Array(wanderCount); // which particle owns the slot
|
|
266
|
+
const wanderFrom = new Int32Array(wanderCount);
|
|
267
|
+
const wanderTo = new Int32Array(wanderCount);
|
|
268
|
+
const wanderPhase = new Float32Array(wanderCount);
|
|
269
|
+
const wanderRate = new Float32Array(wanderCount);
|
|
270
|
+
for (let sIdx = 0; sIdx < wanderCount; sIdx++) {
|
|
271
|
+
// spread the wanderers evenly through the cloud rather than clumping
|
|
272
|
+
// them at the start of the buffer
|
|
273
|
+
const i = Math.floor((sIdx + 0.5) * (count / Math.max(1, wanderCount)));
|
|
274
|
+
wanderIdx[sIdx] = i;
|
|
275
|
+
wanderOf[i] = sIdx;
|
|
276
|
+
wanderPhase[sIdx] = (i * 0.6180339887) % 1;
|
|
277
|
+
wanderRate[sIdx] = 1.6 + ((i * 0.2371 + 0.11) % 1) * 2.8; // hops per second
|
|
278
|
+
}
|
|
279
|
+
// A spatial hash over the current target, rebuilt on every assembly. CSR
|
|
280
|
+
// layout: `hashStart` indexes into `hashItems`.
|
|
281
|
+
const HASH_BITS = 14;
|
|
282
|
+
const HASH_SIZE = 1 << HASH_BITS;
|
|
283
|
+
const CELL = 0.08;
|
|
284
|
+
const hashCount = new Int32Array(HASH_SIZE + 1);
|
|
285
|
+
const hashStart = new Int32Array(HASH_SIZE + 1);
|
|
286
|
+
const hashItems = new Int32Array(count);
|
|
287
|
+
let hashBuilt = false;
|
|
288
|
+
function cellKey(x, y, z) {
|
|
289
|
+
const ix = Math.floor(x / CELL) | 0;
|
|
290
|
+
const iy = Math.floor(y / CELL) | 0;
|
|
291
|
+
const iz = Math.floor(z / CELL) | 0;
|
|
292
|
+
return ((ix * 73856093) ^ (iy * 19349663) ^ (iz * 83492791)) & (HASH_SIZE - 1);
|
|
293
|
+
}
|
|
294
|
+
function buildHash(set) {
|
|
295
|
+
hashCount.fill(0);
|
|
296
|
+
const P = set.positions;
|
|
297
|
+
for (let i = 0; i < count; i++) {
|
|
298
|
+
hashCount[cellKey(P[i * 3], P[i * 3 + 1], P[i * 3 + 2])]++;
|
|
299
|
+
}
|
|
300
|
+
let acc = 0;
|
|
301
|
+
for (let b = 0; b < HASH_SIZE; b++) {
|
|
302
|
+
hashStart[b] = acc;
|
|
303
|
+
acc += hashCount[b];
|
|
304
|
+
hashCount[b] = hashStart[b];
|
|
305
|
+
}
|
|
306
|
+
hashStart[HASH_SIZE] = acc;
|
|
307
|
+
for (let i = 0; i < count; i++) {
|
|
308
|
+
hashItems[hashCount[cellKey(P[i * 3], P[i * 3 + 1], P[i * 3 + 2])]++] = i;
|
|
309
|
+
}
|
|
310
|
+
hashBuilt = true;
|
|
311
|
+
}
|
|
312
|
+
/** A point near `idx` in `set`, or `idx` itself if the cell is a dead end.
|
|
313
|
+
* Hash collisions can put a far point in the same bucket, so candidates are
|
|
314
|
+
* range-checked; that is what keeps a hop on the structure.
|
|
315
|
+
*
|
|
316
|
+
* The choice among valid candidates is biased toward whichever continues
|
|
317
|
+
* the direction of the last hop. A pure random walk over near neighbours
|
|
318
|
+
* goes nowhere — it jitters in place — while a walk that prefers to keep
|
|
319
|
+
* going traces the figure's own lines: around a circle of the flower, up a
|
|
320
|
+
* column of the temple, out along a branch of the mind map.
|
|
321
|
+
*/
|
|
322
|
+
function neighbourOf(idx, set, rnd, dirX = 0, dirY = 0, dirZ = 0) {
|
|
323
|
+
if (!hashBuilt)
|
|
324
|
+
return idx;
|
|
325
|
+
const P = set.positions;
|
|
326
|
+
const x = P[idx * 3], y = P[idx * 3 + 1], z = P[idx * 3 + 2];
|
|
327
|
+
const b = cellKey(x, y, z);
|
|
328
|
+
const lo = hashStart[b], hi = hashStart[b + 1];
|
|
329
|
+
const n = hi - lo;
|
|
330
|
+
if (n < 2)
|
|
331
|
+
return idx;
|
|
332
|
+
const minHop = CELL * 0.45;
|
|
333
|
+
const maxHop = CELL * 2.2;
|
|
334
|
+
const directed = dirX !== 0 || dirY !== 0 || dirZ !== 0;
|
|
335
|
+
let best = idx;
|
|
336
|
+
let bestScore = -Infinity;
|
|
337
|
+
let seed = ((rnd * 2147483647) | 0) >>> 0;
|
|
338
|
+
for (let attempt = 0; attempt < 14; attempt++) {
|
|
339
|
+
seed = (seed * 1103515245 + 12345) >>> 0;
|
|
340
|
+
const cand = hashItems[lo + (seed % n)];
|
|
341
|
+
if (cand === idx)
|
|
342
|
+
continue;
|
|
343
|
+
const dx = P[cand * 3] - x, dy = P[cand * 3 + 1] - y, dz = P[cand * 3 + 2] - z;
|
|
344
|
+
const d2 = dx * dx + dy * dy + dz * dz;
|
|
345
|
+
if (d2 > maxHop * maxHop)
|
|
346
|
+
continue;
|
|
347
|
+
const d = Math.sqrt(d2);
|
|
348
|
+
// a hop has to cover ground, or the walk stalls on its own doorstep
|
|
349
|
+
let score = d < minHop ? d / minHop - 1 : 0.35 + d / maxHop;
|
|
350
|
+
if (directed && d > 1e-6) {
|
|
351
|
+
score += 1.6 * ((dx * dirX + dy * dirY + dz * dirZ) / d);
|
|
352
|
+
}
|
|
353
|
+
if (score > bestScore) {
|
|
354
|
+
bestScore = score;
|
|
355
|
+
best = cand;
|
|
356
|
+
}
|
|
357
|
+
}
|
|
358
|
+
return best;
|
|
359
|
+
}
|
|
360
|
+
/** Reseat every wanderer on the structure it is about to belong to. */
|
|
361
|
+
function reseatWanderers(set) {
|
|
362
|
+
buildHash(set);
|
|
363
|
+
for (let sIdx = 0; sIdx < wanderCount; sIdx++) {
|
|
364
|
+
const i = wanderIdx[sIdx];
|
|
365
|
+
wanderFrom[sIdx] = i;
|
|
366
|
+
wanderTo[sIdx] = neighbourOf(i, set, (i * 0.7548776662) % 1);
|
|
367
|
+
wanderPhase[sIdx] = (i * 0.6180339887) % 1;
|
|
368
|
+
}
|
|
369
|
+
}
|
|
370
|
+
/** Advance every walk; called once per frame. */
|
|
371
|
+
function stepWanderers(set, dt) {
|
|
372
|
+
for (let sIdx = 0; sIdx < wanderCount; sIdx++) {
|
|
373
|
+
let ph = wanderPhase[sIdx] + wanderRate[sIdx] * dt;
|
|
374
|
+
while (ph >= 1) {
|
|
375
|
+
ph -= 1;
|
|
376
|
+
const prev = wanderFrom[sIdx], here = wanderTo[sIdx];
|
|
377
|
+
const P = set.positions;
|
|
378
|
+
let dx = P[here * 3] - P[prev * 3], dy = P[here * 3 + 1] - P[prev * 3 + 1], dz = P[here * 3 + 2] - P[prev * 3 + 2];
|
|
379
|
+
const l = Math.hypot(dx, dy, dz);
|
|
380
|
+
if (l > 1e-6) {
|
|
381
|
+
dx /= l;
|
|
382
|
+
dy /= l;
|
|
383
|
+
dz /= l;
|
|
384
|
+
}
|
|
385
|
+
else {
|
|
386
|
+
dx = dy = dz = 0;
|
|
387
|
+
}
|
|
388
|
+
wanderFrom[sIdx] = here;
|
|
389
|
+
wanderTo[sIdx] = neighbourOf(here, set, Math.random(), dx, dy, dz);
|
|
390
|
+
}
|
|
391
|
+
wanderPhase[sIdx] = ph;
|
|
392
|
+
}
|
|
393
|
+
}
|
|
394
|
+
let from = {
|
|
395
|
+
positions: new Float32Array(count * 3),
|
|
396
|
+
intensity: new Float32Array(count),
|
|
397
|
+
count
|
|
398
|
+
};
|
|
399
|
+
let to = from;
|
|
400
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, bufSeed);
|
|
401
|
+
gl.bufferData(gl.ARRAY_BUFFER, seeds, gl.STATIC_DRAW);
|
|
402
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, bufPos);
|
|
403
|
+
gl.bufferData(gl.ARRAY_BUFFER, packed, gl.DYNAMIC_DRAW);
|
|
404
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, bufIntFrom);
|
|
405
|
+
gl.bufferData(gl.ARRAY_BUFFER, from.intensity, gl.DYNAMIC_DRAW);
|
|
406
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, bufIntTo);
|
|
407
|
+
gl.bufferData(gl.ARRAY_BUFFER, to.intensity, gl.DYNAMIC_DRAW);
|
|
408
|
+
attr('a_pos', bufPos, 4);
|
|
409
|
+
attr('a_seed', bufSeed, 1);
|
|
410
|
+
attr('a_intFrom', bufIntFrom, 1);
|
|
411
|
+
attr('a_intTo', bufIntTo, 1);
|
|
412
|
+
gl.enable(gl.BLEND);
|
|
413
|
+
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); // premultiplied
|
|
414
|
+
gl.disable(gl.DEPTH_TEST);
|
|
415
|
+
// ---- clock, morph, camera
|
|
416
|
+
let morphStart = -1;
|
|
417
|
+
let progress = 1;
|
|
418
|
+
let lastNow = 0;
|
|
419
|
+
let dpr = 1, w = 1, h = 1;
|
|
420
|
+
// The camera sways about a base angle instead of orbiting fully: a planar
|
|
421
|
+
// target (the flower, the mark, the rose window) would otherwise turn
|
|
422
|
+
// edge-on and collapse to a line. The swing is deliberately small — the
|
|
423
|
+
// motion in this piece belongs to the water, not to the camera.
|
|
424
|
+
let thetaBase = 0.28, phi = 0.2, sway = 0, theta = thetaBase;
|
|
425
|
+
const SWAY = 0.22;
|
|
426
|
+
const dist = opts.distance ?? 2.6;
|
|
427
|
+
const eye = [0, 0, 0], fwd = [0, 0, 1], right = [1, 0, 0], upv = [0, 1, 0];
|
|
428
|
+
const proj = new Float32Array(16), view = new Float32Array(16), viewProj = new Float32Array(16);
|
|
429
|
+
// ---- pointer, ripples, breath: the FlowerOfLife mandala's water, verbatim.
|
|
430
|
+
// The mandala keeps its mouse in normalised screen space, spring-smoothed
|
|
431
|
+
// per frame (stiffness 0.06, damping 0.85), spawns ripples from travel
|
|
432
|
+
// distance, and displaces every circle point RADIALLY by a scalar field
|
|
433
|
+
// (`getDisplacement`) summed from expanding rings plus an ambient breathing
|
|
434
|
+
// wave. Here the same field runs in surface-plane pixels — the plane
|
|
435
|
+
// through the origin facing the camera, with `pxToWorld` converting the
|
|
436
|
+
// mandala's pixel constants to world units — and displaces each particle
|
|
437
|
+
// radially from the figure's centre, which is what makes rings wobble.
|
|
438
|
+
const SPRING_STIFFNESS = 0.06;
|
|
439
|
+
const SPRING_DAMPING = 0.85;
|
|
440
|
+
const ENERGY_DECAY = 0.985;
|
|
441
|
+
const RIPPLE_SPEED = 300; // px / s
|
|
442
|
+
const RIPPLE_LIFETIME = 3.0; // s
|
|
443
|
+
const RIPPLE_AMPLITUDE = 12; // px
|
|
444
|
+
const BREATH_CYCLE = 5.5; // s
|
|
445
|
+
const BREATH_DEPTH = 0.03;
|
|
446
|
+
const FLOWER_RADIUS = 0.28; // world: the flower target's circle radius, the mandala's baseRadius
|
|
447
|
+
/** our figure's circle radius over the hero mandala's (min(w,h)·0.175): the
|
|
448
|
+
* field runs in the mandala's own pixels so its constants mean the same */
|
|
449
|
+
function mandalaScale() {
|
|
450
|
+
return FLOWER_RADIUS / pxToWorld() / (Math.min(w, h) * 0.175);
|
|
451
|
+
}
|
|
452
|
+
let ptrActive = false;
|
|
453
|
+
let ptrSettled = true;
|
|
454
|
+
const targetMouse = [0.5, 0.5]; // normalised, y down, like the mandala
|
|
455
|
+
const mouse = [0.5, 0.5];
|
|
456
|
+
const mouseVel = [0, 0]; // normalised units per (60 fps) frame
|
|
457
|
+
const ptr = [0, 0, 0]; // lagged pointer on the surface plane, world
|
|
458
|
+
const ptrVel = [0, 0, 0]; // world units / s
|
|
459
|
+
let energy = 0;
|
|
460
|
+
/** The lagged pointer's speed in mandala px/s, and its unit direction. */
|
|
461
|
+
let ptrSpeed = 0;
|
|
462
|
+
const ptrDir = [0, 0];
|
|
463
|
+
/** The speed at which the cursor is dragging the medium as hard as it can.
|
|
464
|
+
* Measured against a real stroke: a hand crossing the hero at a reading
|
|
465
|
+
* pace runs 1400-2000, a flick runs past 4000. Set high enough that the
|
|
466
|
+
* ordinary pace has somewhere left to go — if a normal drag already
|
|
467
|
+
* saturates, momentum has no dynamic range and every stroke looks alike. */
|
|
468
|
+
const SPEED_REF = 2600; // mandala px / s
|
|
469
|
+
/** How hard the finger hands its momentum on, in px/s² of acceleration at
|
|
470
|
+
* full drag right under the cursor. Sized so a hand-pace stroke carries the
|
|
471
|
+
* parts it passes about a quarter of the figure's radius before the spring
|
|
472
|
+
* takes them back. */
|
|
473
|
+
const FURROW_ACCEL = 2600;
|
|
474
|
+
let ripples = [];
|
|
475
|
+
let lastRippleX = 0.5, lastRippleY = 0.5;
|
|
476
|
+
// ---- the tank. The viewport is a box of water and the parts are suspended
|
|
477
|
+
// in it, so a stroke does not only ring the surface: it moves the whole body
|
|
478
|
+
// of liquid. Momentum from the cursor is handed to a bulk flow that the walls
|
|
479
|
+
// of the box push back on, which is why it sloshes for a few seconds and
|
|
480
|
+
// then goes still rather than stopping when the hand does.
|
|
481
|
+
const flow = [0, 0]; // bulk displacement of the liquid, mandala px
|
|
482
|
+
const flowVel = [0, 0]; // mandala px / s
|
|
483
|
+
const SLOSH_K = 2.1; // spring back to level: the walls of the box
|
|
484
|
+
const SLOSH_DAMP = 0.62; // viscosity; well under critical, so it rocks
|
|
485
|
+
/** How much cursor momentum the liquid takes up. The coupling is quadratic
|
|
486
|
+
* in speed, the way drag through a fluid is: a slow hand slides through
|
|
487
|
+
* and barely moves the body of water, a fast one throws it. */
|
|
488
|
+
const FLOW_GAIN = 0.42;
|
|
489
|
+
const FLOW_MAX = 190; // mandala px; the tank cannot overflow
|
|
490
|
+
/** world units per CSS px on the surface plane */
|
|
491
|
+
function pxToWorld() {
|
|
492
|
+
const aspect = w / h;
|
|
493
|
+
const fitDist = aspect < 1 ? dist / Math.max(0.42, aspect * 1.08) : dist;
|
|
494
|
+
return (2 * Math.tan(FOV / 2) * fitDist) / h;
|
|
495
|
+
}
|
|
496
|
+
/** the lagged mouse in surface-plane px from the origin, y up */
|
|
497
|
+
function mousePx() {
|
|
498
|
+
return [(mouse[0] - 0.5) * w, (0.5 - mouse[1]) * h];
|
|
499
|
+
}
|
|
500
|
+
// The mandala's breath: a 5.5 s cycle, a quick inhale and a long exhale.
|
|
501
|
+
function getBreath(time) {
|
|
502
|
+
const phase = (time % BREATH_CYCLE) / BREATH_CYCLE;
|
|
503
|
+
const inhaleRatio = 0.35;
|
|
504
|
+
if (phase < inhaleRatio) {
|
|
505
|
+
const x = phase / inhaleRatio;
|
|
506
|
+
return Math.sin(x * Math.PI * 0.5);
|
|
507
|
+
}
|
|
508
|
+
const x = (phase - inhaleRatio) / (1 - inhaleRatio);
|
|
509
|
+
return Math.cos(x * Math.PI * 0.5);
|
|
510
|
+
}
|
|
511
|
+
// The mandala's displacement field, in px. `depth` is the ring index of
|
|
512
|
+
// the circle a point belongs to (0 centre .. 3 outer); here it is the
|
|
513
|
+
// point's distance from the centre in flower radii.
|
|
514
|
+
// Per-frame ripple constants (the mandala recomputes these per sampled
|
|
515
|
+
// point; with 24k+ points they are hoisted so only the distance stays inside
|
|
516
|
+
// the loop, and a ripple whose ring cannot reach a point is skipped before
|
|
517
|
+
// the square root).
|
|
518
|
+
const rippleCache = [];
|
|
519
|
+
function prepareRipples(time) {
|
|
520
|
+
rippleCache.length = 0;
|
|
521
|
+
for (const ripple of ripples) {
|
|
522
|
+
const age = time - ripple.time;
|
|
523
|
+
const radius = age * RIPPLE_SPEED;
|
|
524
|
+
const width = 80 + age * 30;
|
|
525
|
+
const radiusDecay = 1 / Math.sqrt(1 + radius / 80);
|
|
526
|
+
const ageFalloff = Math.exp(-age * 0.8);
|
|
527
|
+
// The ring is carried by the water it was shed into. The drift
|
|
528
|
+
// saturates, so a fast stroke smears its wake downstream and then lets
|
|
529
|
+
// it stand, the way a wake behind a hand does.
|
|
530
|
+
const drift = (1 - Math.exp(-age * 1.7)) / 1.7;
|
|
531
|
+
const cx = ripple.x + ripple.dx * drift;
|
|
532
|
+
const cy = ripple.y + ripple.dy * drift;
|
|
533
|
+
// and it is stretched along the stroke: a wake, not a bullseye
|
|
534
|
+
const shed = Math.hypot(ripple.dx, ripple.dy);
|
|
535
|
+
const stretch = Math.min(1.6, shed / 420) * Math.exp(-age * 0.5);
|
|
536
|
+
const reach = radius * (1 + stretch) + width + shed * drift;
|
|
537
|
+
rippleCache.push({
|
|
538
|
+
x: cx,
|
|
539
|
+
y: cy,
|
|
540
|
+
radius,
|
|
541
|
+
width,
|
|
542
|
+
gain: radiusDecay * ageFalloff * ripple.strength * RIPPLE_AMPLITUDE,
|
|
543
|
+
age,
|
|
544
|
+
near2: 0,
|
|
545
|
+
far2: reach * reach,
|
|
546
|
+
ax: shed > 1e-3 ? ripple.dx / shed : 0,
|
|
547
|
+
ay: shed > 1e-3 ? ripple.dy / shed : 0,
|
|
548
|
+
stretch
|
|
549
|
+
});
|
|
550
|
+
}
|
|
551
|
+
}
|
|
552
|
+
// The mandala's displacement field, in px. `depth` is the ring index of
|
|
553
|
+
// the circle a point belongs to (0 centre .. 3 outer); here it is the
|
|
554
|
+
// point's distance from the centre in flower radii.
|
|
555
|
+
function getDisplacement(x, y, depth, time) {
|
|
556
|
+
let displacement = 0;
|
|
557
|
+
for (let r = 0; r < rippleCache.length; r++) {
|
|
558
|
+
const rp = rippleCache[r];
|
|
559
|
+
const dx = x - rp.x, dy = y - rp.y;
|
|
560
|
+
const d2 = dx * dx + dy * dy;
|
|
561
|
+
if (d2 > rp.far2)
|
|
562
|
+
continue;
|
|
563
|
+
let d;
|
|
564
|
+
if (rp.stretch > 0.01) {
|
|
565
|
+
// measure in the wake's own frame: the ring is an ellipse whose long
|
|
566
|
+
// axis lies along the stroke
|
|
567
|
+
const along = (dx * rp.ax + dy * rp.ay) / (1 + rp.stretch);
|
|
568
|
+
const across = dx * -rp.ay + dy * rp.ax;
|
|
569
|
+
d = Math.sqrt(along * along + across * across);
|
|
570
|
+
}
|
|
571
|
+
else {
|
|
572
|
+
d = Math.sqrt(d2);
|
|
573
|
+
}
|
|
574
|
+
const distFromRing = Math.abs(d - rp.radius);
|
|
575
|
+
if (distFromRing < rp.width) {
|
|
576
|
+
const ringFalloff = 1 - distFromRing / rp.width;
|
|
577
|
+
const wave = Math.sin(d * 0.05 - rp.age * 10);
|
|
578
|
+
displacement += wave * ringFalloff * rp.gain;
|
|
579
|
+
}
|
|
580
|
+
}
|
|
581
|
+
// Ambient breathing wave - propagates outward from center
|
|
582
|
+
const distFromCenter = Math.sqrt(x * x + y * y);
|
|
583
|
+
const breathSpeed = 0.8 - depth * 0.1; // Outer layers slightly slower
|
|
584
|
+
const ambientWave = Math.sin(distFromCenter * 0.008 - time * breathSpeed);
|
|
585
|
+
const ambientIntensity = Math.max(0.25, 1 - energy * 0.5); // Keep minimum movement
|
|
586
|
+
const depthFactor = Math.max(0.4, 1 - depth * 0.2); // Outer layers still move, just less
|
|
587
|
+
displacement += ambientWave * ambientIntensity * 3.5 * depthFactor;
|
|
588
|
+
return displacement;
|
|
589
|
+
}
|
|
590
|
+
function updateCamera() {
|
|
591
|
+
const cp = Math.cos(phi), sp = Math.sin(phi), st = Math.sin(theta), ct = Math.cos(theta);
|
|
592
|
+
const aspect = w / h;
|
|
593
|
+
// On portrait viewports (mobile), horizontal FOV narrows if fovy is fixed.
|
|
594
|
+
// Scale the camera distance so the point cloud structures fit horizontally.
|
|
595
|
+
const fitDist = aspect < 1 ? dist / Math.max(0.42, aspect * 1.08) : dist;
|
|
596
|
+
eye[0] = st * cp * fitDist;
|
|
597
|
+
eye[1] = sp * fitDist;
|
|
598
|
+
eye[2] = ct * cp * fitDist;
|
|
599
|
+
const l = Math.hypot(eye[0], eye[1], eye[2]) || 1;
|
|
600
|
+
fwd[0] = -eye[0] / l;
|
|
601
|
+
fwd[1] = -eye[1] / l;
|
|
602
|
+
fwd[2] = -eye[2] / l;
|
|
603
|
+
// right = normalize(cross(fwd, up)) with up = (0, 1, 0), up' = cross(right, fwd)
|
|
604
|
+
let rx = -fwd[2], ry = 0, rz = fwd[0];
|
|
605
|
+
const rl = Math.hypot(rx, ry, rz) || 1;
|
|
606
|
+
rx /= rl;
|
|
607
|
+
ry /= rl;
|
|
608
|
+
rz /= rl;
|
|
609
|
+
right[0] = rx;
|
|
610
|
+
right[1] = ry;
|
|
611
|
+
right[2] = rz;
|
|
612
|
+
upv[0] = ry * fwd[2] - rz * fwd[1];
|
|
613
|
+
upv[1] = rz * fwd[0] - rx * fwd[2];
|
|
614
|
+
upv[2] = rx * fwd[1] - ry * fwd[0];
|
|
615
|
+
perspective(proj, FOV, aspect, 0.1, 30);
|
|
616
|
+
lookAt(view, eye, [0, 0, 0], [0, 1, 0]);
|
|
617
|
+
mul(viewProj, proj, view);
|
|
618
|
+
}
|
|
619
|
+
function resize() {
|
|
620
|
+
const r = canvas.getBoundingClientRect();
|
|
621
|
+
dpr = Math.min(window.devicePixelRatio || 1, maxDpr);
|
|
622
|
+
w = Math.max(1, Math.floor(r.width));
|
|
623
|
+
h = Math.max(1, Math.floor(r.height));
|
|
624
|
+
canvas.width = Math.floor(w * dpr);
|
|
625
|
+
canvas.height = Math.floor(h * dpr);
|
|
626
|
+
gl.viewport(0, 0, canvas.width, canvas.height);
|
|
627
|
+
}
|
|
628
|
+
function uploadIntensity(set, buf) {
|
|
629
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
|
|
630
|
+
gl.bufferSubData(gl.ARRAY_BUFFER, 0, set.intensity);
|
|
631
|
+
}
|
|
632
|
+
function spawnRipple(strength, time, shed = 0) {
|
|
633
|
+
const [x, y] = mousePx();
|
|
634
|
+
const ms = mandalaScale();
|
|
635
|
+
ripples.push({
|
|
636
|
+
x: x / ms,
|
|
637
|
+
y: y / ms,
|
|
638
|
+
time,
|
|
639
|
+
strength,
|
|
640
|
+
dx: ptrDir[0] * ptrSpeed * shed,
|
|
641
|
+
dy: ptrDir[1] * ptrSpeed * shed
|
|
642
|
+
});
|
|
643
|
+
lastRippleX = mouse[0];
|
|
644
|
+
lastRippleY = mouse[1];
|
|
645
|
+
}
|
|
646
|
+
// The mandala's updatePhysics, made frame-rate independent by scaling its
|
|
647
|
+
// per-frame constants to 60 fps frames.
|
|
648
|
+
function updatePhysics(time, dt) {
|
|
649
|
+
const f = Math.min(2, dt * 60);
|
|
650
|
+
if (ptrActive || !ptrSettled) {
|
|
651
|
+
const dx = targetMouse[0] - mouse[0];
|
|
652
|
+
const dy = targetMouse[1] - mouse[1];
|
|
653
|
+
mouseVel[0] += dx * SPRING_STIFFNESS * f;
|
|
654
|
+
mouseVel[1] += dy * SPRING_STIFFNESS * f;
|
|
655
|
+
const dampK = Math.pow(SPRING_DAMPING, f);
|
|
656
|
+
mouseVel[0] *= dampK;
|
|
657
|
+
mouseVel[1] *= dampK;
|
|
658
|
+
mouse[0] += mouseVel[0] * f;
|
|
659
|
+
mouse[1] += mouseVel[1] * f;
|
|
660
|
+
ptrSettled = !ptrActive && Math.hypot(mouseVel[0], mouseVel[1]) < 1e-4;
|
|
661
|
+
}
|
|
662
|
+
energy *= Math.pow(ENERGY_DECAY, f);
|
|
663
|
+
// The cursor's momentum, in the mandala's own pixels per second. This is
|
|
664
|
+
// what the wake is made of: a hand that stops moving stops making water,
|
|
665
|
+
// even while it is still on the surface.
|
|
666
|
+
const ms = mandalaScale();
|
|
667
|
+
const vxMs = (mouseVel[0] * w * 60) / ms;
|
|
668
|
+
const vyMs = (-mouseVel[1] * h * 60) / ms;
|
|
669
|
+
ptrSpeed = Math.hypot(vxMs, vyMs);
|
|
670
|
+
if (ptrSpeed > 1e-3) {
|
|
671
|
+
ptrDir[0] = vxMs / ptrSpeed;
|
|
672
|
+
ptrDir[1] = vyMs / ptrSpeed;
|
|
673
|
+
}
|
|
674
|
+
if (ptrActive) {
|
|
675
|
+
// Ripples are shed by momentum. Distance still sets the spacing so the
|
|
676
|
+
// rings do not pile up, but the strength — and how far the ring is
|
|
677
|
+
// carried — comes from how fast the hand is going.
|
|
678
|
+
const mouseDelta = Math.sqrt(Math.pow((mouse[0] - lastRippleX) * w, 2) + Math.pow((mouse[1] - lastRippleY) * h, 2));
|
|
679
|
+
const spawnThreshold = 14 + ptrSpeed * ms * 0.012;
|
|
680
|
+
if (mouseDelta > spawnThreshold) {
|
|
681
|
+
const drive = Math.min(1.6, ptrSpeed / SPEED_REF) * dynamics.momentum;
|
|
682
|
+
const rippleStrength = Math.min(1.6, drive * 1.4);
|
|
683
|
+
spawnRipple(rippleStrength, time, 0.34 * dynamics.momentum);
|
|
684
|
+
energy = Math.min(1.4, energy + 0.1 * rippleStrength);
|
|
685
|
+
}
|
|
686
|
+
}
|
|
687
|
+
// Clean old ripples
|
|
688
|
+
ripples = ripples.filter((r) => time - r.time < RIPPLE_LIFETIME);
|
|
689
|
+
// The tank. Momentum from the hand goes into the body of the liquid; the
|
|
690
|
+
// walls of the box spring it back, and viscosity takes it out over a few
|
|
691
|
+
// seconds. Nothing here is driven by the cursor's position, only by how
|
|
692
|
+
// hard it pushed — so the water keeps rocking after the hand has gone.
|
|
693
|
+
const q = Math.min(2.2, ptrSpeed / SPEED_REF); // quadratic drag coupling
|
|
694
|
+
const drive = ptrActive ? dynamics.current * dynamics.momentum * FLOW_GAIN * q : 0;
|
|
695
|
+
flowVel[0] += (vxMs * drive - flow[0] * SLOSH_K) * dt;
|
|
696
|
+
flowVel[1] += (vyMs * drive - flow[1] * SLOSH_K) * dt;
|
|
697
|
+
const visc = Math.exp(-SLOSH_DAMP * dt);
|
|
698
|
+
flowVel[0] *= visc;
|
|
699
|
+
flowVel[1] *= visc;
|
|
700
|
+
flow[0] += flowVel[0] * dt;
|
|
701
|
+
flow[1] += flowVel[1] * dt;
|
|
702
|
+
const swell = Math.hypot(flow[0], flow[1]);
|
|
703
|
+
if (swell > FLOW_MAX) {
|
|
704
|
+
// the box is full: the liquid piles against the wall instead of leaving
|
|
705
|
+
flow[0] *= FLOW_MAX / swell;
|
|
706
|
+
flow[1] *= FLOW_MAX / swell;
|
|
707
|
+
flowVel[0] *= 0.4;
|
|
708
|
+
flowVel[1] *= 0.4;
|
|
709
|
+
}
|
|
710
|
+
// The lagged pointer and its velocity in world units, for the vortex.
|
|
711
|
+
const k = pxToWorld();
|
|
712
|
+
const [mx, my] = mousePx();
|
|
713
|
+
ptr[0] = right[0] * mx * k + upv[0] * my * k;
|
|
714
|
+
ptr[1] = right[1] * mx * k + upv[1] * my * k;
|
|
715
|
+
ptr[2] = right[2] * mx * k + upv[2] * my * k;
|
|
716
|
+
const vxPx = mouseVel[0] * w * 60, vyPx = -mouseVel[1] * h * 60;
|
|
717
|
+
ptrVel[0] = (right[0] * vxPx + upv[0] * vyPx) * k;
|
|
718
|
+
ptrVel[1] = (right[1] * vxPx + upv[1] * vyPx) * k;
|
|
719
|
+
ptrVel[2] = (right[2] * vxPx + upv[2] * vyPx) * k;
|
|
720
|
+
}
|
|
721
|
+
/** One simulation step: the mandala's water, springs, orbits, the cursor vortex. */
|
|
722
|
+
function step(t, dt) {
|
|
723
|
+
updatePhysics(t, dt);
|
|
724
|
+
prepareRipples(t);
|
|
725
|
+
stepWanderers(to, dt);
|
|
726
|
+
const k = pxToWorld();
|
|
727
|
+
const breath = getBreath(t);
|
|
728
|
+
const baseRadiusPx = FLOWER_RADIUS / k;
|
|
729
|
+
// A soft spring, near critically damped: a displaced particle glides back
|
|
730
|
+
// over a second or two and barely overshoots — settling, not snapping.
|
|
731
|
+
const stiff = 3 * dynamics.stiffness;
|
|
732
|
+
const damp = 2 * Math.sqrt(stiff) * 0.85;
|
|
733
|
+
// One damping for the whole field against a spread of stiffnesses: the
|
|
734
|
+
// stiffer parts come home nearly critically damped, the softer ones ring
|
|
735
|
+
// once on the way. That difference is the point.
|
|
736
|
+
const dampK = Math.exp(-damp * dt);
|
|
737
|
+
const floatAmp = dynamics.float * (1 + energy * 0.9);
|
|
738
|
+
const orbitSpeedK = 1 + energy * 0.5; // the mandala's energy particles speed up with energy
|
|
739
|
+
const ms = mandalaScale();
|
|
740
|
+
const rippleK = dynamics.ripple * k * ms; // mandala px of displacement → world
|
|
741
|
+
const swirlK = dynamics.swirl;
|
|
742
|
+
const lightRadius = Math.min(w, h) * 0.32; // the mandala's mouse light, widened
|
|
743
|
+
// so a hand crossing the hero reaches the figure, not just the point under it
|
|
744
|
+
// The furrow: a much tighter kernel than the light. A finger dragged
|
|
745
|
+
// through water carries the water it touches far more than the water a
|
|
746
|
+
// hand-width away, and the falloff is what makes it read as a finger
|
|
747
|
+
// rather than a wide pressure field. Half strength at `coreRadius`, a
|
|
748
|
+
// tenth of it at twice that.
|
|
749
|
+
const coreRadius = Math.min(w, h) * 0.11;
|
|
750
|
+
const [mxPx, myPx] = mousePx();
|
|
751
|
+
const inv = 1 / Math.max(0.0001, 1 - stagger);
|
|
752
|
+
const useVortex = ptrActive || !ptrSettled;
|
|
753
|
+
// The tank's bulk flow, in world units, and the shear across its depth:
|
|
754
|
+
// the parts nearer the glass are carried further than the ones behind, so
|
|
755
|
+
// the body reads as suspended in a volume rather than painted on a sheet.
|
|
756
|
+
const flowX = flow[0] * ms * k * dynamics.current;
|
|
757
|
+
const flowY = flow[1] * ms * k * dynamics.current;
|
|
758
|
+
const flowSwirl = Math.hypot(flow[0], flow[1]) / FLOW_MAX;
|
|
759
|
+
// How hard the cursor is dragging the medium right now, 0..~1.6.
|
|
760
|
+
const drag = Math.min(1.6, ptrSpeed / SPEED_REF) * dynamics.momentum;
|
|
761
|
+
const dragDirX = ptrDir[0], dragDirY = ptrDir[1];
|
|
762
|
+
// the stroke direction in world space, for the impulse below
|
|
763
|
+
const ddx = right[0] * dragDirX + upv[0] * dragDirY;
|
|
764
|
+
const ddy = right[1] * dragDirX + upv[1] * dragDirY;
|
|
765
|
+
const ddz = right[2] * dragDirX + upv[2] * dragDirY;
|
|
766
|
+
// Buoyancy: the whole assembled object hangs in water — a slow bob and
|
|
767
|
+
// sway in the view plane, a slow roll about the view axis, and a long
|
|
768
|
+
// low current that bends it gently. All scaled by `float`.
|
|
769
|
+
const buoy = dynamics.float;
|
|
770
|
+
const bobX = Math.sin(t * 0.21 + 1.3) * 0.014 * buoy;
|
|
771
|
+
const bobY = Math.sin(t * 0.34) * 0.022 * buoy;
|
|
772
|
+
const roll = Math.sin(t * 0.17) * 0.045 * buoy;
|
|
773
|
+
const cosR = Math.cos(roll), sinR = Math.sin(roll);
|
|
774
|
+
const currentK = 0.012 * buoy;
|
|
775
|
+
for (let i = 0; i < count; i++) {
|
|
776
|
+
const i3 = i * 3;
|
|
777
|
+
// home: staggered morph between the two targets
|
|
778
|
+
const local = Math.min(1, Math.max(0, (progress - seeds[i] * stagger) * inv));
|
|
779
|
+
// Quintic smootherstep for velvet-smooth assembly
|
|
780
|
+
const e = local * local * local * (local * (local * 6 - 15) + 10);
|
|
781
|
+
// A wanderer's destination is not its own place in the structure but
|
|
782
|
+
// wherever its walk has reached, so it keeps travelling once the
|
|
783
|
+
// assembly has settled. The walk is between two points of the target
|
|
784
|
+
// itself, so the path never leaves the figure.
|
|
785
|
+
let tx = to.positions[i3], ty = to.positions[i3 + 1], tz = to.positions[i3 + 2];
|
|
786
|
+
const slot = wanderOf[i];
|
|
787
|
+
if (slot >= 0) {
|
|
788
|
+
const a3 = wanderFrom[slot] * 3, b3 = wanderTo[slot] * 3;
|
|
789
|
+
const ph = wanderPhase[slot];
|
|
790
|
+
const w = ph * ph * (3 - 2 * ph); // ease each hop in and out
|
|
791
|
+
tx = to.positions[a3] + (to.positions[b3] - to.positions[a3]) * w;
|
|
792
|
+
ty = to.positions[a3 + 1] + (to.positions[b3 + 1] - to.positions[a3 + 1]) * w;
|
|
793
|
+
tz = to.positions[a3 + 2] + (to.positions[b3 + 2] - to.positions[a3 + 2]) * w;
|
|
794
|
+
}
|
|
795
|
+
let hx = from.positions[i3] + (tx - from.positions[i3]) * e;
|
|
796
|
+
let hy = from.positions[i3 + 1] + (ty - from.positions[i3 + 1]) * e;
|
|
797
|
+
let hz = from.positions[i3 + 2] + (tz - from.positions[i3 + 2]) * e;
|
|
798
|
+
// into the view plane: (vx, vy) across the surface, vz toward the eye
|
|
799
|
+
let vx = hx * right[0] + hy * right[1] + hz * right[2];
|
|
800
|
+
let vy = hx * upv[0] + hy * upv[1] + hz * upv[2];
|
|
801
|
+
const vz = hx * fwd[0] + hy * fwd[1] + hz * fwd[2];
|
|
802
|
+
// buoyancy: roll, bob, sway, current
|
|
803
|
+
{
|
|
804
|
+
const rx = vx * cosR - vy * sinR + bobX + Math.sin(vy * 2.6 + t * 0.45) * currentK;
|
|
805
|
+
const ry = vx * sinR + vy * cosR + bobY + Math.sin(vx * 2.2 - t * 0.38) * currentK * 0.6;
|
|
806
|
+
vx = rx;
|
|
807
|
+
vy = ry;
|
|
808
|
+
}
|
|
809
|
+
// the tank's current: the whole body of liquid is carried, sheared
|
|
810
|
+
// across its depth so the near parts lead and the far parts lag
|
|
811
|
+
{
|
|
812
|
+
const carry = 0.62 + 0.55 * (vz / 0.9);
|
|
813
|
+
vx += flowX * carry;
|
|
814
|
+
vy += flowY * carry;
|
|
815
|
+
// a moving body of water does not translate rigidly; it rolls
|
|
816
|
+
vx += flowY * flowSwirl * 0.28 * Math.sin(vy * 2.4 + t * 0.7);
|
|
817
|
+
vy -= flowX * flowSwirl * 0.28 * Math.sin(vx * 2.1 - t * 0.6);
|
|
818
|
+
}
|
|
819
|
+
// the mandala's water: breath scales the figure about its centre, and
|
|
820
|
+
// the displacement field moves every point radially from the centre
|
|
821
|
+
{
|
|
822
|
+
const r = Math.sqrt(vx * vx + vy * vy);
|
|
823
|
+
const rPx = r / k;
|
|
824
|
+
const depth = Math.min(3, rPx / baseRadiusPx);
|
|
825
|
+
const breathScale = 1 + breath * BREATH_DEPTH * (1 - depth * 0.15);
|
|
826
|
+
const displacement = getDisplacement(vx / k / ms, vy / k / ms, depth, t) * rippleK;
|
|
827
|
+
// A radial scale is how the mandala warps its rings, but near the
|
|
828
|
+
// centre `displacement / r` runs away and would fling the middle of
|
|
829
|
+
// the figure inside out. Hold the divisor off zero and cap the scale.
|
|
830
|
+
const s = Math.min(1.7, Math.max(0.35, breathScale + displacement / Math.max(r, 0.06)));
|
|
831
|
+
vx *= s;
|
|
832
|
+
vy *= s;
|
|
833
|
+
}
|
|
834
|
+
// the mandala's mouse light: parts near the cursor read brighter
|
|
835
|
+
const ldx = vx / k - mxPx, ldy = vy / k - myPx;
|
|
836
|
+
const ldist = Math.sqrt(ldx * ldx + ldy * ldy) || 1;
|
|
837
|
+
const proximity = useVortex ? Math.max(0, 1 - ldist / lightRadius) : 0;
|
|
838
|
+
// the furrow kernel: sharp, so the part under the cursor is carried
|
|
839
|
+
// several times further than one a hand-width out
|
|
840
|
+
const q = ldist / coreRadius;
|
|
841
|
+
const nearK = proximity > 0 && q < 3.2 ? 1 / (1 + q * q * q) : 0;
|
|
842
|
+
// The distortion IS the momentum. Proximity only says which parts of
|
|
843
|
+
// the water the hand is in; `drag` says whether the hand is doing
|
|
844
|
+
// anything to it. A cursor held still has no momentum, so this term is
|
|
845
|
+
// exactly zero and the field is left alone — the parts go on with the
|
|
846
|
+
// float and the breath they would have had if the hand were not there.
|
|
847
|
+
const stir = proximity * proximity * swirlK * drag;
|
|
848
|
+
// stir: near the cursor the dance widens and the home drifts sideways
|
|
849
|
+
// around it — a displacement the spring follows, never a force, so
|
|
850
|
+
// nothing is ever pushed away.
|
|
851
|
+
let furrow = 0;
|
|
852
|
+
const share = 0.62 + 1.05 * ((i * 0.7548776662) % 1);
|
|
853
|
+
if (stir > 0) {
|
|
854
|
+
const drift = stir * 10 * k * (0.5 + 0.5 * Math.sin(t * 0.6 + seeds[i] * TAU));
|
|
855
|
+
vx += (-ldy / ldist) * drift;
|
|
856
|
+
vy += (ldx / ldist) * drift;
|
|
857
|
+
if (nearK > 0) {
|
|
858
|
+
const ahead = (ldx * dragDirX + ldy * dragDirY) / ldist;
|
|
859
|
+
// strongest just behind the hand, where the water closes back in
|
|
860
|
+
const wake = 0.4 + 0.6 * Math.max(0, -ahead);
|
|
861
|
+
// How much of the finger's momentum this part takes up. It is handed
|
|
862
|
+
// to the particle's VELOCITY further down, not to its home: a home
|
|
863
|
+
// that darts past in a tenth of a second is invisible to a spring
|
|
864
|
+
// with a multi-second period, which is why a displacement alone moved
|
|
865
|
+
// nothing. An impulse is also what actually happens — the finger gives
|
|
866
|
+
// its momentum to the water it touches, and that water coasts on after
|
|
867
|
+
// the hand has gone.
|
|
868
|
+
furrow = nearK * drag * wake * share * swirlK;
|
|
869
|
+
// a shallow home offset too, so the furrow has a shape and not only a kick
|
|
870
|
+
const carry = furrow * 30 * k;
|
|
871
|
+
vx += dragDirX * carry;
|
|
872
|
+
vy += dragDirY * carry;
|
|
873
|
+
// and a little of it sideways, so the furrow has width
|
|
874
|
+
const spill = nearK * drag * share * 22 * k * Math.sin(seeds[i] * TAU + t * 0.9);
|
|
875
|
+
vx += -dragDirY * spill;
|
|
876
|
+
vy += dragDirX * spill;
|
|
877
|
+
}
|
|
878
|
+
}
|
|
879
|
+
// back to world
|
|
880
|
+
hx = right[0] * vx + upv[0] * vy + fwd[0] * vz;
|
|
881
|
+
hy = right[1] * vx + upv[1] * vy + fwd[1] * vz;
|
|
882
|
+
hz = right[2] * vx + upv[2] * vy + fwd[2] * vz;
|
|
883
|
+
// local orbit in the view plane, plus a slow lift along the view axis
|
|
884
|
+
const ph = orbitPhase[i] + t * orbitRate[i] * orbitSpeedK;
|
|
885
|
+
const rad = orbitRadius[i] * floatAmp * (1 + 2.5 * stir);
|
|
886
|
+
const cx = Math.cos(ph) * rad, sy = Math.sin(ph) * rad, lz = Math.sin(ph * 0.5 + seeds[i] * 7) * rad * 0.6;
|
|
887
|
+
hx += right[0] * cx + upv[0] * sy + fwd[0] * lz;
|
|
888
|
+
hy += right[1] * cx + upv[1] * sy + fwd[1] * lz;
|
|
889
|
+
hz += right[2] * cx + upv[2] * sy + fwd[2] * lz;
|
|
890
|
+
// spring to home, damping
|
|
891
|
+
let px = pos[i3], py = pos[i3 + 1], pz = pos[i3 + 2];
|
|
892
|
+
let pvx = vel[i3], pvy = vel[i3 + 1], pvz = vel[i3 + 2];
|
|
893
|
+
const ks = stiff * springScale[i];
|
|
894
|
+
pvx += (hx - px) * ks * dt;
|
|
895
|
+
pvy += (hy - py) * ks * dt;
|
|
896
|
+
pvz += (hz - pz) * ks * dt;
|
|
897
|
+
// The finger's momentum, handed straight to the parts it is passing
|
|
898
|
+
// through. The spring above is what brings them home afterwards, at
|
|
899
|
+
// each part's own rate, so a stroke leaves a furrow that closes over
|
|
900
|
+
// a second or two rather than snapping shut behind the cursor.
|
|
901
|
+
if (furrow > 0) {
|
|
902
|
+
const kick = furrow * FURROW_ACCEL * k * dt;
|
|
903
|
+
pvx += ddx * kick;
|
|
904
|
+
pvy += ddy * kick;
|
|
905
|
+
pvz += ddz * kick;
|
|
906
|
+
}
|
|
907
|
+
pvx *= dampK;
|
|
908
|
+
pvy *= dampK;
|
|
909
|
+
pvz *= dampK;
|
|
910
|
+
px += pvx * dt;
|
|
911
|
+
py += pvy * dt;
|
|
912
|
+
pz += pvz * dt;
|
|
913
|
+
pos[i3] = px;
|
|
914
|
+
pos[i3 + 1] = py;
|
|
915
|
+
pos[i3 + 2] = pz;
|
|
916
|
+
vel[i3] = pvx;
|
|
917
|
+
vel[i3 + 1] = pvy;
|
|
918
|
+
vel[i3 + 2] = pvz;
|
|
919
|
+
const i4 = i * 4;
|
|
920
|
+
packed[i4] = px;
|
|
921
|
+
packed[i4 + 1] = py;
|
|
922
|
+
packed[i4 + 2] = pz;
|
|
923
|
+
// The light marks stirred water, not the cursor's address: it rides the
|
|
924
|
+
// same momentum term, low-passed so it glows rather than flickers and
|
|
925
|
+
// so it fades out a beat after the hand stops rather than snapping off.
|
|
926
|
+
const lit = (proximity * proximity * 0.45 + nearK * 0.75) * Math.min(1, drag * 1.2);
|
|
927
|
+
packed[i4 + 3] += (lit - packed[i4 + 3]) * Math.min(1, dt * 4);
|
|
928
|
+
}
|
|
929
|
+
}
|
|
930
|
+
function draw(now, t) {
|
|
931
|
+
gl.clearColor(0, 0, 0, 0);
|
|
932
|
+
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
933
|
+
gl.useProgram(program);
|
|
934
|
+
gl.bindVertexArray(vao);
|
|
935
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, bufPos);
|
|
936
|
+
gl.bufferSubData(gl.ARRAY_BUFFER, 0, packed);
|
|
937
|
+
gl.uniformMatrix4fv(u.viewProj, false, viewProj);
|
|
938
|
+
gl.uniform1f(u.t, t);
|
|
939
|
+
gl.uniform1f(u.stagger, stagger);
|
|
940
|
+
gl.uniform1f(u.time, now / 1000);
|
|
941
|
+
const aspect = w / h;
|
|
942
|
+
// On portrait screens where the camera pulls back to frame the shape,
|
|
943
|
+
// scale point size proportionally so points remain dense and legible.
|
|
944
|
+
const pointScale = aspect < 1 ? pointSize * Math.min(2.0, Math.sqrt(1 / aspect)) : pointSize;
|
|
945
|
+
gl.uniform1f(u.size, pointScale * dpr);
|
|
946
|
+
gl.uniform3fv(u.signal, colors.signal);
|
|
947
|
+
gl.uniform3fv(u.accent, colors.accent);
|
|
948
|
+
gl.uniform3fv(u.fog, colors.fog);
|
|
949
|
+
gl.uniform1f(u.sweep, opts.sweep === false ? 0 : 1);
|
|
950
|
+
gl.uniform2f(u.viewport, canvas.width, canvas.height);
|
|
951
|
+
gl.drawArrays(gl.POINTS, 0, count);
|
|
952
|
+
}
|
|
953
|
+
function settle(set) {
|
|
954
|
+
pos.set(set.positions);
|
|
955
|
+
vel.fill(0);
|
|
956
|
+
for (let i = 0; i < count; i++) {
|
|
957
|
+
const i3 = i * 3, i4 = i * 4;
|
|
958
|
+
packed[i4] = pos[i3];
|
|
959
|
+
packed[i4 + 1] = pos[i3 + 1];
|
|
960
|
+
packed[i4 + 2] = pos[i3 + 2];
|
|
961
|
+
packed[i4 + 3] = 0;
|
|
962
|
+
}
|
|
963
|
+
}
|
|
964
|
+
const handle = {
|
|
965
|
+
assemble(target) {
|
|
966
|
+
// New homes start from where the particles are now, not from the old target.
|
|
967
|
+
const current = {
|
|
968
|
+
positions: pos.slice(),
|
|
969
|
+
intensity: new Float32Array(count),
|
|
970
|
+
count
|
|
971
|
+
};
|
|
972
|
+
const inv = 1 / Math.max(0.0001, 1 - stagger);
|
|
973
|
+
for (let i = 0; i < count; i++) {
|
|
974
|
+
const local = Math.min(1, Math.max(0, (progress - seeds[i] * stagger) * inv));
|
|
975
|
+
const e = local * local * local * (local * (local * 6 - 15) + 10);
|
|
976
|
+
current.intensity[i] = from.intensity[i] + (to.intensity[i] - from.intensity[i]) * e;
|
|
977
|
+
}
|
|
978
|
+
from = current;
|
|
979
|
+
to = target;
|
|
980
|
+
reseatWanderers(to);
|
|
981
|
+
uploadIntensity(from, bufIntFrom);
|
|
982
|
+
uploadIntensity(to, bufIntTo);
|
|
983
|
+
morphStart = lastNow || performance.now();
|
|
984
|
+
progress = 0;
|
|
985
|
+
},
|
|
986
|
+
frame(now) {
|
|
987
|
+
const dt = lastNow ? Math.min(0.05, (now - lastNow) / 1000) : 1 / 60;
|
|
988
|
+
lastNow = now;
|
|
989
|
+
sway += autoRotate * 1.6 * dt;
|
|
990
|
+
theta = thetaBase + Math.sin(sway) * SWAY;
|
|
991
|
+
updateCamera();
|
|
992
|
+
if (morphStart >= 0)
|
|
993
|
+
progress = Math.min(1, (now - morphStart) / morphMs);
|
|
994
|
+
step(now / 1000, dt);
|
|
995
|
+
draw(now, progress);
|
|
996
|
+
},
|
|
997
|
+
still() {
|
|
998
|
+
progress = 1;
|
|
999
|
+
morphStart = -1;
|
|
1000
|
+
from = to;
|
|
1001
|
+
uploadIntensity(from, bufIntFrom);
|
|
1002
|
+
uploadIntensity(to, bufIntTo);
|
|
1003
|
+
ripples = [];
|
|
1004
|
+
energy = 0;
|
|
1005
|
+
flow[0] = flow[1] = flowVel[0] = flowVel[1] = 0;
|
|
1006
|
+
settle(to);
|
|
1007
|
+
updateCamera();
|
|
1008
|
+
draw(4000, 1);
|
|
1009
|
+
},
|
|
1010
|
+
resize,
|
|
1011
|
+
setPointer(x, y, active) {
|
|
1012
|
+
targetMouse[0] = (x + 1) / 2;
|
|
1013
|
+
targetMouse[1] = (1 - y) / 2;
|
|
1014
|
+
if (active && !ptrActive) {
|
|
1015
|
+
// arriving: start the smoothed mouse at the cursor so nothing lurches
|
|
1016
|
+
mouse[0] = targetMouse[0];
|
|
1017
|
+
mouse[1] = targetMouse[1];
|
|
1018
|
+
mouseVel[0] = mouseVel[1] = 0;
|
|
1019
|
+
lastRippleX = mouse[0];
|
|
1020
|
+
lastRippleY = mouse[1];
|
|
1021
|
+
}
|
|
1022
|
+
ptrActive = active;
|
|
1023
|
+
if (active)
|
|
1024
|
+
ptrSettled = false;
|
|
1025
|
+
},
|
|
1026
|
+
tap() {
|
|
1027
|
+
// the mandala's click: a strong ripple and a jolt of energy
|
|
1028
|
+
spawnRipple(1.5, lastNow / 1000);
|
|
1029
|
+
energy = Math.min(1.2, energy + 0.3);
|
|
1030
|
+
},
|
|
1031
|
+
setColors(c) {
|
|
1032
|
+
colors = c;
|
|
1033
|
+
},
|
|
1034
|
+
setAutoRotate(rps) {
|
|
1035
|
+
autoRotate = rps;
|
|
1036
|
+
},
|
|
1037
|
+
setDynamics(d) {
|
|
1038
|
+
Object.assign(dynamics, d);
|
|
1039
|
+
},
|
|
1040
|
+
orbit(dTheta, dPhi) {
|
|
1041
|
+
thetaBase += dTheta;
|
|
1042
|
+
phi = Math.max(-1.2, Math.min(1.2, phi + dPhi));
|
|
1043
|
+
},
|
|
1044
|
+
get progress() {
|
|
1045
|
+
return progress;
|
|
1046
|
+
},
|
|
1047
|
+
get energy() {
|
|
1048
|
+
return Math.min(1, energy);
|
|
1049
|
+
},
|
|
1050
|
+
destroy() {
|
|
1051
|
+
gl.deleteBuffer(bufPos);
|
|
1052
|
+
gl.deleteBuffer(bufSeed);
|
|
1053
|
+
gl.deleteBuffer(bufIntFrom);
|
|
1054
|
+
gl.deleteBuffer(bufIntTo);
|
|
1055
|
+
gl.deleteVertexArray(vao);
|
|
1056
|
+
gl.deleteProgram(program);
|
|
1057
|
+
gl.getExtension('WEBGL_lose_context')?.loseContext();
|
|
1058
|
+
}
|
|
1059
|
+
};
|
|
1060
|
+
resize();
|
|
1061
|
+
updateCamera();
|
|
1062
|
+
return handle;
|
|
1063
|
+
}
|