kasaframe 0.1.3 → 0.1.5

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.
Files changed (1016) hide show
  1. package/NOTICE +298 -0
  2. package/README.md +16 -3
  3. package/docs/AGENTS.md +1 -1
  4. package/package.json +1 -1
  5. package/packages/adapters/src/project.ts +4 -0
  6. package/packages/adapters/src/texture.ts +94 -0
  7. package/packages/cli/src/cells.ts +227 -0
  8. package/packages/cli/src/commands/doctor.ts +15 -2
  9. package/packages/cli/src/commands/fonts.ts +118 -0
  10. package/packages/cli/src/commands/make.ts +77 -9
  11. package/packages/cli/src/commands/new.ts +2 -2
  12. package/packages/cli/src/commands/theme.ts +141 -10
  13. package/packages/cli/src/commands/update.ts +66 -0
  14. package/packages/cli/src/fonts.ts +405 -0
  15. package/packages/cli/src/kf.ts +5 -0
  16. package/packages/cli/src/lock.ts +8 -6
  17. package/packages/cli/src/pick.ts +110 -0
  18. package/packages/cli/src/update.ts +250 -0
  19. package/packages/cli/src/vary.ts +124 -0
  20. package/packages/core/src/index.ts +1 -1
  21. package/packages/core/src/project.ts +15 -0
  22. package/packages/director/src/assemble.ts +6 -3
  23. package/packages/motion/src/moves/menu.ts +2 -1
  24. package/packages/patterns/src/kit.ts +3 -2
  25. package/packages/plan/src/asks.ts +25 -16
  26. package/packages/plan/src/index.ts +2 -2
  27. package/packages/plan/src/plan.ts +4 -2
  28. package/packages/plan/src/themes.ts +71 -9
  29. package/packages/plan/src/types.ts +3 -0
  30. package/packages/themes/kit/THEME-MAKE.md +2 -1
  31. package/packages/themes/kit/fonts/display.json +3517 -0
  32. package/packages/themes/kit/fonts/sans.json +5155 -0
  33. package/packages/themes/kit/fonts/serif.json +5229 -0
  34. package/packages/themes/kit/fonts.json +907 -0
  35. package/packages/themes/package.json +8 -1
  36. package/packages/themes/src/color.ts +152 -0
  37. package/packages/themes/src/fontfile.ts +183 -0
  38. package/packages/themes/src/fonts.ts +296 -0
  39. package/packages/themes/src/fx.ts +4 -2
  40. package/packages/themes/src/index.ts +75 -3
  41. package/packages/themes/src/look.ts +249 -0
  42. package/packages/themes/src/name.ts +9 -0
  43. package/packages/themes/src/palette.ts +194 -0
  44. package/packages/themes/src/slotkit.ts +14 -1
  45. package/packages/themes/src/slots.ts +17 -2
  46. package/packages/themes/src/types.ts +89 -0
  47. package/packages/themes/src/vary.ts +291 -0
  48. package/presets/kawaii-pastel.json +2 -2
  49. package/skills/kasaframe/SKILL.md +1 -0
  50. package/themes/blueprint/THEME.md +64 -0
  51. package/themes/blueprint/effects.ts +570 -0
  52. package/themes/blueprint/sample/beats.json +1005 -0
  53. package/themes/blueprint/sample/index.html +11 -0
  54. package/themes/blueprint/sample/kf.json +59 -0
  55. package/themes/blueprint/sample/lib/facts.ts +29 -0
  56. package/themes/blueprint/sample/lib/sheet.ts +55 -0
  57. package/themes/blueprint/sample/main.ts +9 -0
  58. package/themes/blueprint/sample/scenes/end.ts +91 -0
  59. package/themes/blueprint/sample/scenes/gather.ts +75 -0
  60. package/themes/blueprint/sample/scenes/models.ts +117 -0
  61. package/themes/blueprint/sample/scenes/price.ts +94 -0
  62. package/themes/blueprint/sample/style.json +114 -0
  63. package/themes/blueprint/slots.ts +88 -0
  64. package/themes/blueprint/still.png +0 -0
  65. package/themes/blueprint/style.json +114 -0
  66. package/themes/blueprint/theme.json +139 -0
  67. package/themes/blueprint/variants/deep-rose-2.json +90 -0
  68. package/themes/blueprint/variants/deep-rose-suit.json +117 -0
  69. package/themes/blueprint/variants/deep-rose.json +117 -0
  70. package/themes/blueprint/variants/navy-coral-2.json +118 -0
  71. package/themes/blueprint/variants/navy-coral-suit.json +118 -0
  72. package/themes/blueprint/variants/navy-coral.json +128 -0
  73. package/themes/blueprint/variants/navy-orange-2.json +118 -0
  74. package/themes/blueprint/variants/navy-orange-3.json +91 -0
  75. package/themes/blueprint/variants/navy-orange-4.json +128 -0
  76. package/themes/blueprint/variants/navy-orange-mono.json +128 -0
  77. package/themes/blueprint/variants/navy-orange-plex.json +128 -0
  78. package/themes/blueprint/variants/navy-orange-suit.json +118 -0
  79. package/themes/blueprint/variants/navy-orange.json +118 -0
  80. package/themes/blueprint/variants/navy-rose-plex.json +127 -0
  81. package/themes/blueprint/variants/navy-rose.json +127 -0
  82. package/themes/cartography/THEME.md +61 -0
  83. package/themes/cartography/effects.ts +845 -0
  84. package/themes/cartography/sample/assets/og/logo.svg +12 -0
  85. package/themes/cartography/sample/beats.json +1005 -0
  86. package/themes/cartography/sample/index.html +11 -0
  87. package/themes/cartography/sample/kf.json +59 -0
  88. package/themes/cartography/sample/lib/facts.ts +29 -0
  89. package/themes/cartography/sample/lib/map.ts +39 -0
  90. package/themes/cartography/sample/main.ts +9 -0
  91. package/themes/cartography/sample/scenes/end.ts +56 -0
  92. package/themes/cartography/sample/scenes/gather.ts +46 -0
  93. package/themes/cartography/sample/scenes/models.ts +43 -0
  94. package/themes/cartography/sample/scenes/price.ts +73 -0
  95. package/themes/cartography/sample/style.json +103 -0
  96. package/themes/cartography/slots.ts +87 -0
  97. package/themes/cartography/still.png +0 -0
  98. package/themes/cartography/style.json +103 -0
  99. package/themes/cartography/theme.json +162 -0
  100. package/themes/cartography/variants/blush-amber.json +128 -0
  101. package/themes/cartography/variants/blush-indigo.json +128 -0
  102. package/themes/cartography/variants/blush-pink.json +136 -0
  103. package/themes/cartography/variants/chalk-plum.json +137 -0
  104. package/themes/cartography/variants/chalk-sky.json +100 -0
  105. package/themes/cartography/variants/cocoa-amber.json +128 -0
  106. package/themes/cartography/variants/deep-plum.json +125 -0
  107. package/themes/cartography/variants/dusk-coral.json +128 -0
  108. package/themes/cartography/variants/forest-lime.json +131 -0
  109. package/themes/cartography/variants/frost-teal.json +128 -0
  110. package/themes/cartography/variants/navy-green.json +131 -0
  111. package/themes/cartography/variants/navy-indigo.json +138 -0
  112. package/themes/cartography/variants/navy-sky.json +100 -0
  113. package/themes/cartography/variants/sage-green.json +127 -0
  114. package/themes/cartography/variants/wine-teal.json +128 -0
  115. package/themes/circuit-board/THEME.md +61 -0
  116. package/themes/circuit-board/effects.ts +576 -0
  117. package/themes/circuit-board/pcb.ts +103 -0
  118. package/themes/circuit-board/sample/assets/og/logo.svg +12 -0
  119. package/themes/circuit-board/sample/beats.json +1005 -0
  120. package/themes/circuit-board/sample/index.html +11 -0
  121. package/themes/circuit-board/sample/kf.json +59 -0
  122. package/themes/circuit-board/sample/lib/facts.ts +29 -0
  123. package/themes/circuit-board/sample/lib/kit.ts +45 -0
  124. package/themes/circuit-board/sample/main.ts +9 -0
  125. package/themes/circuit-board/sample/scenes/end.ts +102 -0
  126. package/themes/circuit-board/sample/scenes/gather.ts +76 -0
  127. package/themes/circuit-board/sample/scenes/models.ts +101 -0
  128. package/themes/circuit-board/sample/scenes/price.ts +109 -0
  129. package/themes/circuit-board/sample/style.json +104 -0
  130. package/themes/circuit-board/slots.ts +108 -0
  131. package/themes/circuit-board/still.png +0 -0
  132. package/themes/circuit-board/style.json +104 -0
  133. package/themes/circuit-board/theme.json +151 -0
  134. package/themes/circuit-board/variants/deep-gold-plex.json +133 -0
  135. package/themes/circuit-board/variants/deep-gold.json +123 -0
  136. package/themes/circuit-board/variants/dusk-gold-grain.json +138 -0
  137. package/themes/circuit-board/variants/dusk-gold-pretendard.json +118 -0
  138. package/themes/circuit-board/variants/dusk-gold.json +97 -0
  139. package/themes/circuit-board/variants/forest-gold-2.json +96 -0
  140. package/themes/circuit-board/variants/forest-gold-grain.json +129 -0
  141. package/themes/circuit-board/variants/forest-gold-mono.json +124 -0
  142. package/themes/circuit-board/variants/forest-gold.json +128 -0
  143. package/themes/circuit-board/variants/navy-gold-grain.json +124 -0
  144. package/themes/circuit-board/variants/navy-gold.json +101 -0
  145. package/themes/circuit-board/variants/wine-gold-grain.json +128 -0
  146. package/themes/circuit-board/variants/wine-gold-plex.json +133 -0
  147. package/themes/circuit-board/variants/wine-gold-pretendard.json +118 -0
  148. package/themes/circuit-board/variants/wine-gold.json +128 -0
  149. package/themes/clay-toy/THEME.md +73 -0
  150. package/themes/clay-toy/effects.ts +643 -0
  151. package/themes/clay-toy/glyphs.ts +32 -0
  152. package/themes/clay-toy/sample/assets/og/logo.svg +12 -0
  153. package/themes/clay-toy/sample/beats.json +1005 -0
  154. package/themes/clay-toy/sample/index.html +11 -0
  155. package/themes/clay-toy/sample/kf.json +59 -0
  156. package/themes/clay-toy/sample/lib/clay.ts +20 -0
  157. package/themes/clay-toy/sample/lib/facts.ts +29 -0
  158. package/themes/clay-toy/sample/main.ts +9 -0
  159. package/themes/clay-toy/sample/scenes/end.ts +81 -0
  160. package/themes/clay-toy/sample/scenes/gather.ts +53 -0
  161. package/themes/clay-toy/sample/scenes/models.ts +77 -0
  162. package/themes/clay-toy/sample/scenes/price.ts +91 -0
  163. package/themes/clay-toy/sample/style.json +101 -0
  164. package/themes/clay-toy/slots.ts +132 -0
  165. package/themes/clay-toy/still.png +0 -0
  166. package/themes/clay-toy/style.json +101 -0
  167. package/themes/clay-toy/theme.json +148 -0
  168. package/themes/clay-toy/variants/blush-coral-grain.json +126 -0
  169. package/themes/clay-toy/variants/blush-coral.json +123 -0
  170. package/themes/clay-toy/variants/chalk-indigo.json +97 -0
  171. package/themes/clay-toy/variants/chalk-jade.json +125 -0
  172. package/themes/clay-toy/variants/chalk-teal.json +120 -0
  173. package/themes/clay-toy/variants/frost-orange.json +125 -0
  174. package/themes/clay-toy/variants/frost-sky-grain.json +126 -0
  175. package/themes/clay-toy/variants/frost-sky.json +121 -0
  176. package/themes/clay-toy/variants/frost-teal.json +120 -0
  177. package/themes/clay-toy/variants/lilac-green.json +120 -0
  178. package/themes/clay-toy/variants/lilac-plum-round.json +120 -0
  179. package/themes/clay-toy/variants/lilac-plum.json +124 -0
  180. package/themes/clay-toy/variants/sage-indigo.json +125 -0
  181. package/themes/clay-toy/variants/sage-magenta.json +119 -0
  182. package/themes/clay-toy/variants/sand-amber.json +125 -0
  183. package/themes/conveyor-factory/THEME.md +71 -0
  184. package/themes/conveyor-factory/effects.ts +744 -0
  185. package/themes/conveyor-factory/sample/assets/og/logo.svg +12 -0
  186. package/themes/conveyor-factory/sample/beats.json +1005 -0
  187. package/themes/conveyor-factory/sample/index.html +11 -0
  188. package/themes/conveyor-factory/sample/kf.json +59 -0
  189. package/themes/conveyor-factory/sample/lib/factory.ts +48 -0
  190. package/themes/conveyor-factory/sample/lib/facts.ts +29 -0
  191. package/themes/conveyor-factory/sample/main.ts +9 -0
  192. package/themes/conveyor-factory/sample/scenes/end.ts +44 -0
  193. package/themes/conveyor-factory/sample/scenes/gather.ts +47 -0
  194. package/themes/conveyor-factory/sample/scenes/models.ts +91 -0
  195. package/themes/conveyor-factory/sample/scenes/price.ts +77 -0
  196. package/themes/conveyor-factory/sample/style.json +107 -0
  197. package/themes/conveyor-factory/slots.ts +121 -0
  198. package/themes/conveyor-factory/still.png +0 -0
  199. package/themes/conveyor-factory/style.json +107 -0
  200. package/themes/conveyor-factory/theme.json +144 -0
  201. package/themes/conveyor-factory/variants/cocoa-gold.json +125 -0
  202. package/themes/conveyor-factory/variants/dusk-gold.json +135 -0
  203. package/themes/conveyor-factory/variants/forest-gold.json +135 -0
  204. package/themes/conveyor-factory/variants/navy-amber.json +93 -0
  205. package/themes/conveyor-factory/variants/navy-gold.json +120 -0
  206. package/themes/conveyor-factory/variants/slate-amber-2.json +120 -0
  207. package/themes/conveyor-factory/variants/slate-amber-grain.json +125 -0
  208. package/themes/conveyor-factory/variants/slate-amber-suit.json +120 -0
  209. package/themes/conveyor-factory/variants/slate-amber.json +125 -0
  210. package/themes/conveyor-factory/variants/slate-gold-bold.json +120 -0
  211. package/themes/conveyor-factory/variants/slate-gold.json +120 -0
  212. package/themes/data-journal/THEME.md +74 -0
  213. package/themes/data-journal/effects.ts +570 -0
  214. package/themes/data-journal/sample/assets/og/logo.svg +12 -0
  215. package/themes/data-journal/sample/beats.json +1005 -0
  216. package/themes/data-journal/sample/index.html +11 -0
  217. package/themes/data-journal/sample/kf.json +59 -0
  218. package/themes/data-journal/sample/lib/facts.ts +29 -0
  219. package/themes/data-journal/sample/lib/page.ts +25 -0
  220. package/themes/data-journal/sample/main.ts +9 -0
  221. package/themes/data-journal/sample/scenes/end.ts +69 -0
  222. package/themes/data-journal/sample/scenes/gather.ts +58 -0
  223. package/themes/data-journal/sample/scenes/models.ts +51 -0
  224. package/themes/data-journal/sample/scenes/price.ts +73 -0
  225. package/themes/data-journal/sample/style.json +114 -0
  226. package/themes/data-journal/slots.ts +119 -0
  227. package/themes/data-journal/still.png +0 -0
  228. package/themes/data-journal/style.json +114 -0
  229. package/themes/data-journal/theme.json +142 -0
  230. package/themes/data-journal/variants/blush-green.json +129 -0
  231. package/themes/data-journal/variants/chalk-magenta.json +138 -0
  232. package/themes/data-journal/variants/cocoa-amber.json +140 -0
  233. package/themes/data-journal/variants/cocoa-sky.json +130 -0
  234. package/themes/data-journal/variants/deep-coral.json +135 -0
  235. package/themes/data-journal/variants/dusk-plum.json +132 -0
  236. package/themes/data-journal/variants/forest-green.json +138 -0
  237. package/themes/data-journal/variants/frost-indigo.json +141 -0
  238. package/themes/data-journal/variants/lilac-amber.json +141 -0
  239. package/themes/data-journal/variants/navy-indigo.json +131 -0
  240. package/themes/data-journal/variants/navy-lime.json +128 -0
  241. package/themes/data-journal/variants/snow-sky.json +125 -0
  242. package/themes/data-journal/variants/wine-indigo.json +129 -0
  243. package/themes/data-journal/variants/wine-magenta.json +138 -0
  244. package/themes/data-journal/variants/wine-teal.json +97 -0
  245. package/themes/debug-hud/sample/style.json +1 -1
  246. package/themes/debug-hud/style.json +1 -1
  247. package/themes/debug-hud/theme.json +57 -0
  248. package/themes/debug-hud/variants/cocoa-gold.json +113 -0
  249. package/themes/debug-hud/variants/cocoa-teal.json +119 -0
  250. package/themes/debug-hud/variants/deep-cyan.json +85 -0
  251. package/themes/debug-hud/variants/deep-teal-scan.json +118 -0
  252. package/themes/debug-hud/variants/deep-teal.json +112 -0
  253. package/themes/debug-hud/variants/dusk-plum.json +116 -0
  254. package/themes/debug-hud/variants/dusk-violet.json +112 -0
  255. package/themes/debug-hud/variants/forest-amber.json +86 -0
  256. package/themes/debug-hud/variants/forest-lime.json +117 -0
  257. package/themes/debug-hud/variants/forest-magenta.json +111 -0
  258. package/themes/debug-hud/variants/navy-jade.json +79 -0
  259. package/themes/debug-hud/variants/slate-green.json +112 -0
  260. package/themes/debug-hud/variants/wine-gold.json +119 -0
  261. package/themes/debug-hud/variants/wine-jade.json +83 -0
  262. package/themes/debug-hud/variants/wine-sky.json +112 -0
  263. package/themes/depth-flight/THEME.md +54 -0
  264. package/themes/depth-flight/effects.ts +396 -0
  265. package/themes/depth-flight/sample/assets/og/logo.svg +12 -0
  266. package/themes/depth-flight/sample/beats.json +1005 -0
  267. package/themes/depth-flight/sample/index.html +11 -0
  268. package/themes/depth-flight/sample/kf.json +59 -0
  269. package/themes/depth-flight/sample/lib/facts.ts +29 -0
  270. package/themes/depth-flight/sample/lib/fly.ts +15 -0
  271. package/themes/depth-flight/sample/main.ts +9 -0
  272. package/themes/depth-flight/sample/scenes/end.ts +51 -0
  273. package/themes/depth-flight/sample/scenes/gather.ts +40 -0
  274. package/themes/depth-flight/sample/scenes/models.ts +75 -0
  275. package/themes/depth-flight/sample/scenes/price.ts +50 -0
  276. package/themes/depth-flight/sample/style.json +94 -0
  277. package/themes/depth-flight/slots.ts +196 -0
  278. package/themes/depth-flight/still.png +0 -0
  279. package/themes/depth-flight/style.json +94 -0
  280. package/themes/depth-flight/theme.json +121 -0
  281. package/themes/depth-flight/variants/cocoa-cyan.json +121 -0
  282. package/themes/depth-flight/variants/cocoa-indigo.json +121 -0
  283. package/themes/depth-flight/variants/cocoa-violet.json +122 -0
  284. package/themes/depth-flight/variants/deep-sky.json +126 -0
  285. package/themes/depth-flight/variants/dusk-violet-bold.json +117 -0
  286. package/themes/depth-flight/variants/dusk-violet.json +132 -0
  287. package/themes/depth-flight/variants/forest-blue.json +116 -0
  288. package/themes/depth-flight/variants/forest-cyan.json +122 -0
  289. package/themes/depth-flight/variants/navy-sky-grain.json +122 -0
  290. package/themes/depth-flight/variants/navy-sky.json +116 -0
  291. package/themes/depth-flight/variants/night-teal.json +116 -0
  292. package/themes/depth-flight/variants/slate-cyan.json +127 -0
  293. package/themes/depth-flight/variants/slate-indigo.json +116 -0
  294. package/themes/depth-flight/variants/slate-sky.json +94 -0
  295. package/themes/depth-flight/variants/slate-violet.json +121 -0
  296. package/themes/film-reel/THEME.md +60 -0
  297. package/themes/film-reel/effects.ts +477 -0
  298. package/themes/film-reel/sample/assets/og/logo.svg +12 -0
  299. package/themes/film-reel/sample/beats.json +1005 -0
  300. package/themes/film-reel/sample/index.html +11 -0
  301. package/themes/film-reel/sample/kf.json +59 -0
  302. package/themes/film-reel/sample/lib/facts.ts +29 -0
  303. package/themes/film-reel/sample/lib/reel.ts +9 -0
  304. package/themes/film-reel/sample/main.ts +9 -0
  305. package/themes/film-reel/sample/scenes/end.ts +31 -0
  306. package/themes/film-reel/sample/scenes/gather.ts +40 -0
  307. package/themes/film-reel/sample/scenes/models.ts +37 -0
  308. package/themes/film-reel/sample/scenes/price.ts +63 -0
  309. package/themes/film-reel/sample/style.json +103 -0
  310. package/themes/film-reel/slots.ts +75 -0
  311. package/themes/film-reel/still.png +0 -0
  312. package/themes/film-reel/style.json +103 -0
  313. package/themes/film-reel/theme.json +144 -0
  314. package/themes/film-reel/variants/chalk-amber.json +124 -0
  315. package/themes/film-reel/variants/chalk-pink.json +123 -0
  316. package/themes/film-reel/variants/cream-violet.json +121 -0
  317. package/themes/film-reel/variants/frost-blue.json +126 -0
  318. package/themes/film-reel/variants/frost-green.json +123 -0
  319. package/themes/film-reel/variants/frost-indigo.json +121 -0
  320. package/themes/film-reel/variants/frost-jade.json +120 -0
  321. package/themes/film-reel/variants/frost-plum.json +120 -0
  322. package/themes/film-reel/variants/frost-teal.json +93 -0
  323. package/themes/film-reel/variants/lilac-gold.json +120 -0
  324. package/themes/film-reel/variants/lilac-jade.json +123 -0
  325. package/themes/film-reel/variants/lilac-magenta.json +125 -0
  326. package/themes/film-reel/variants/lilac-violet.json +122 -0
  327. package/themes/film-reel/variants/sand-cyan.json +124 -0
  328. package/themes/film-reel/variants/sand-lime.json +96 -0
  329. package/themes/glass-light/THEME.md +55 -0
  330. package/themes/glass-light/effects.ts +433 -0
  331. package/themes/glass-light/sample/assets/og/logo.svg +12 -0
  332. package/themes/glass-light/sample/beats.json +1005 -0
  333. package/themes/glass-light/sample/index.html +11 -0
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  971. package/themes/water-works/variants/chalk-cyan.json +123 -0
  972. package/themes/water-works/variants/chalk-gold-mono.json +122 -0
  973. package/themes/water-works/variants/chalk-gold.json +123 -0
  974. package/themes/water-works/variants/chalk-green.json +123 -0
  975. package/themes/water-works/variants/frost-indigo.json +123 -0
  976. package/themes/water-works/variants/frost-rose.json +132 -0
  977. package/themes/water-works/variants/lilac-violet-mono.json +124 -0
  978. package/themes/water-works/variants/lilac-violet.json +133 -0
  979. package/themes/water-works/variants/sage-amber.json +133 -0
  980. package/themes/water-works/variants/sage-green.json +133 -0
  981. package/themes/water-works/variants/sand-amber.json +123 -0
  982. package/themes/water-works/variants/sand-plum.json +121 -0
  983. package/themes/whiteboard/THEME.md +78 -0
  984. package/themes/whiteboard/effects.ts +561 -0
  985. package/themes/whiteboard/sample/assets/og/logo.svg +12 -0
  986. package/themes/whiteboard/sample/beats.json +1005 -0
  987. package/themes/whiteboard/sample/index.html +11 -0
  988. package/themes/whiteboard/sample/kf.json +59 -0
  989. package/themes/whiteboard/sample/lib/board.ts +93 -0
  990. package/themes/whiteboard/sample/lib/facts.ts +29 -0
  991. package/themes/whiteboard/sample/main.ts +9 -0
  992. package/themes/whiteboard/sample/scenes/end.ts +59 -0
  993. package/themes/whiteboard/sample/scenes/gather.ts +50 -0
  994. package/themes/whiteboard/sample/scenes/models.ts +56 -0
  995. package/themes/whiteboard/sample/scenes/price.ts +79 -0
  996. package/themes/whiteboard/sample/style.json +106 -0
  997. package/themes/whiteboard/slots.ts +152 -0
  998. package/themes/whiteboard/still.png +0 -0
  999. package/themes/whiteboard/style.json +106 -0
  1000. package/themes/whiteboard/theme.json +145 -0
  1001. package/themes/whiteboard/variants/chalk-coral-do.json +126 -0
  1002. package/themes/whiteboard/variants/chalk-coral.json +132 -0
  1003. package/themes/whiteboard/variants/cream-lime.json +131 -0
  1004. package/themes/whiteboard/variants/cream-plum.json +103 -0
  1005. package/themes/whiteboard/variants/frost-teal-do.json +127 -0
  1006. package/themes/whiteboard/variants/frost-teal.json +127 -0
  1007. package/themes/whiteboard/variants/lilac-indigo.json +132 -0
  1008. package/themes/whiteboard/variants/lilac-jade.json +103 -0
  1009. package/themes/whiteboard/variants/sage-green.json +130 -0
  1010. package/themes/whiteboard/variants/sage-plum.json +126 -0
  1011. package/themes/whiteboard/variants/snow-amber.json +99 -0
  1012. package/themes/whiteboard/variants/snow-cyan.json +132 -0
  1013. package/themes/whiteboard/variants/snow-green.json +126 -0
  1014. package/themes/whiteboard/variants/snow-magenta.json +126 -0
  1015. package/themes/whiteboard/variants/snow-plum.json +130 -0
  1016. /package/themes/{og-measure/sample/assets/brand/og-logo-full.svg → blueprint/sample/assets/og/logo.svg} +0 -0
@@ -0,0 +1,678 @@
1
+ import { clamp, ease, toEase, type EaseName, type SceneCtx } from "@kasaframe/core";
2
+ import { dropBurst } from "@kasaframe/motion";
3
+ import { stage3d, textPlane, THREE, type Stage3D } from "@kasaframe/themes/stage3d";
4
+
5
+ // 벽에 걸린 구슬 조형 — 벽은 z=0, 장치는 벽에서 +z 로 나와 있고 카메라는 +z 쪽 조금 위·오른쪽에서 본다.
6
+ // 움직이는 것은 구슬(요청)과 장치가 일하는 순간(레일이 놓이고·갈림판이 넘어가고·문이 열리고)뿐, 벽은 서 있다
7
+
8
+ type V3 = [number, number, number];
9
+
10
+ const col = (ctx: SceneCtx, k: string) => new THREE.Color(ctx.style.colors[k] ?? k);
11
+ const steelMat = (ctx: SceneCtx) => new THREE.MeshStandardMaterial({ color: col(ctx, "steel"), metalness: 0.9, roughness: 0.22 });
12
+ const brassMat = (ctx: SceneCtx) => new THREE.MeshStandardMaterial({ color: col(ctx, "brass"), metalness: 0.75, roughness: 0.32 });
13
+ const shade = <T extends THREE.Object3D>(m: T): T => {
14
+ m.castShadow = true;
15
+ m.receiveShadow = true;
16
+ return m;
17
+ };
18
+ // 구슬 무리 — 경계 구를 첫 프레임(다 숨은 채 원점)에서 한 번 잡아 두면 원점에서 먼 세트의 구슬이 통째로 잘린다. 자르지 않는다
19
+ function swarm(ctx: SceneCtx, r: number, n: number, colors: readonly string[]): THREE.InstancedMesh {
20
+ const mesh = shade(new THREE.InstancedMesh(new THREE.SphereGeometry(r, 16, 12), new THREE.MeshStandardMaterial({ roughness: 0.08, metalness: 0.05 }), Math.max(1, n)));
21
+ mesh.frustumCulled = false;
22
+ for (let i = 0; i < n; i++) mesh.setColorAt(i, col(ctx, colors[i % colors.length]));
23
+ return mesh;
24
+ }
25
+ // 장치가 「톡」 놓이는 손 — 살짝 넘쳤다 앉는다
26
+ const pop = (t: number, at: number, dur = 0.3) => (t < at ? 0 : ease.outBack(clamp((t - at) / dur)));
27
+ const G = 9;
28
+ // 구슬 반지름 — 레일 두 가닥(간격 0.26) 위에 얹히면 가운데가 레일 선보다 이만큼 뜬다
29
+ const R = 0.2;
30
+ const LIFT = 0.19;
31
+ const HIDE = new THREE.Matrix4().makeScale(0, 0, 0);
32
+
33
+ // ── 무대 ─────────────────────────────────────────────────────────────
34
+
35
+ export interface MarbleKey {
36
+ t: number;
37
+ /** 벽 위 보는 곳(x, y) */
38
+ look: [number, number];
39
+ /** 벽에서 카메라까지 — 작을수록 다가간다 */
40
+ dist?: number;
41
+ /** 앞 키에서 이 키로 오는 이징. 기본 inOutCubic */
42
+ ease?: EaseName;
43
+ }
44
+
45
+ export interface MarbleShot {
46
+ from: number;
47
+ to: number;
48
+ /** 키 사이만 움직이고 키에서 선다 — 다가가기·물러나기·구슬 따라가기처럼 까닭이 있을 때만 */
49
+ keys: MarbleKey[];
50
+ }
51
+
52
+ function camAt(t: number, keys: MarbleKey[]): { x: number; y: number; d: number } {
53
+ const ks = [...keys].sort((a, b) => a.t - b.t);
54
+ const v = (k: MarbleKey) => ({ x: k.look[0], y: k.look[1], d: k.dist ?? 22 });
55
+ if (t <= ks[0].t) return v(ks[0]);
56
+ for (let i = 1; i < ks.length; i++) {
57
+ if (t >= ks[i].t) continue;
58
+ const [a, b] = [v(ks[i - 1]), v(ks[i])];
59
+ const u = toEase(ks[i].ease ?? "inOutCubic")((t - ks[i - 1].t) / Math.max(1e-6, ks[i].t - ks[i - 1].t));
60
+ return { x: a.x + (b.x - a.x) * u, y: a.y + (b.y - a.y) * u, d: a.d + (b.d - a.d) * u };
61
+ }
62
+ return v(ks[ks.length - 1]);
63
+ }
64
+
65
+ /**
66
+ * 구슬 조형 무대 — 호두나무 벽 한 장, 위쪽 키라이트 하나(레일·구슬 그림자가 벽에 떨어진다), 강철이 비칠 방 빛.
67
+ * 컷마다 벽의 다른 자리(세트)를 보고, 카메라는 키로만 다가가고 물러난다
68
+ */
69
+ export function marbleStage(el: HTMLElement, o: { ctx: SceneCtx; shots: MarbleShot[] }): ((t: number) => void) & Stage3D {
70
+ const { ctx } = o;
71
+ const shots = [...o.shots].sort((a, b) => a.from - b.from);
72
+ const shotAt = (t: number) => shots.find((x) => t >= x.from && t < x.to) ?? shots[shots.length - 1];
73
+ const stage = stage3d(el, {
74
+ ctx,
75
+ camera: "perspective",
76
+ fov: 32,
77
+ env: true,
78
+ exposure: 1.05,
79
+ background: ctx.style.colors.bg,
80
+ shot(t, cam) {
81
+ const k = camAt(t, shotAt(t).keys);
82
+ cam.position.set(k.x + 1.2, k.y + 1.6, k.d);
83
+ cam.lookAt(k.x, k.y, 0.4);
84
+ },
85
+ });
86
+ // 키라이트를 받으면 벽이 밝아진다 — 찍힌 벽이 바탕색 쯤 되게 어둡게 칠해 두면 구슬이 벽에서 또렷이 떠오른다
87
+ const wall = new THREE.Mesh(new THREE.PlaneGeometry(600, 80), new THREE.MeshStandardMaterial({ color: col(ctx, "bg").multiplyScalar(0.62), roughness: 0.92, metalness: 0 }));
88
+ wall.position.set(200, 0, 0);
89
+ wall.receiveShadow = true;
90
+ stage.scene.add(wall);
91
+ stage.scene.add(new THREE.HemisphereLight(0xfff1dc, 0x3a2a1e, 0.55));
92
+ const key = new THREE.DirectionalLight(0xffe2b8, 2.4);
93
+ key.castShadow = true;
94
+ key.shadow.mapSize.set(1024, 1024);
95
+ Object.assign(key.shadow.camera as THREE.OrthographicCamera, { left: -15, right: 15, top: 10, bottom: -10, near: 1, far: 60 });
96
+ key.shadow.bias = -0.0006;
97
+ stage.scene.add(key, key.target);
98
+ return Object.assign((t: number) => {
99
+ const [x, y] = shotAt(t).keys[0].look;
100
+ key.position.set(x - 7, y + 12, 16);
101
+ key.target.position.set(x, y, 0);
102
+ key.target.updateMatrixWorld();
103
+ stage.paint(t);
104
+ }, stage);
105
+ }
106
+
107
+ // ── 레일과 구슬 ─────────────────────────────────────────────────────────
108
+
109
+ interface Track {
110
+ curve: THREE.CatmullRomCurve3;
111
+ pts: THREE.Vector3[];
112
+ s: number[];
113
+ total: number;
114
+ }
115
+
116
+ function track(points: readonly V3[], closed = false): Track {
117
+ const curve = new THREE.CatmullRomCurve3(points.map((p) => new THREE.Vector3(...p)), closed, "centripetal");
118
+ const n = Math.max(60, Math.ceil(curve.getLength() / 0.05));
119
+ const pts = curve.getSpacedPoints(n);
120
+ const s = [0];
121
+ for (let i = 1; i < pts.length; i++) s.push(s[i - 1] + pts[i].distanceTo(pts[i - 1]));
122
+ return { curve, pts, s, total: s[s.length - 1] };
123
+ }
124
+
125
+ function pointAt(tr: Track, len: number, out = new THREE.Vector3()): THREE.Vector3 {
126
+ const x = clamp(len, 0, tr.total);
127
+ let lo = 0;
128
+ let hi = tr.s.length - 1;
129
+ while (hi - lo > 1) {
130
+ const m = (lo + hi) >> 1;
131
+ if (tr.s[m] <= x) lo = m;
132
+ else hi = m;
133
+ }
134
+ const k = (x - tr.s[lo]) / (tr.s[hi] - tr.s[lo] || 1);
135
+ return out.copy(tr.pts[lo]).lerp(tr.pts[hi], k);
136
+ }
137
+
138
+ export interface RailOpts {
139
+ ctx: SceneCtx;
140
+ /** 레일 가운데 선의 꼭짓점 — 벽에서 z 만큼 나와 있다. 순 수직은 피한다(두 가닥이 겹친다) */
141
+ points: readonly V3[];
142
+ at?: number;
143
+ /** 놓이는 시간 — 처음 점부터 자란다 */
144
+ dur?: number;
145
+ /** 두 가닥 사이 */
146
+ gauge?: number;
147
+ /** 벽에 물리는 받침대 */
148
+ brackets?: boolean;
149
+ /** 고리 — 끝이 처음으로 매끈하게 이어진다(처음 점을 끝에 다시 넣지 않는다) */
150
+ closed?: boolean;
151
+ }
152
+
153
+ /** 레일 — 강철 두 가닥이 처음 점부터 끝까지 놓여 가고, 받침대가 벽에 물린다. 구슬은 그 위를 구른다 */
154
+ export function rail(stage: Stage3D, o: RailOpts): (t: number) => void {
155
+ const { ctx } = o;
156
+ const tr = track(o.points, o.closed);
157
+ const gauge = o.gauge ?? 0.26;
158
+ const m = steelMat(ctx);
159
+ const segs = Math.max(24, Math.ceil(tr.total * 10));
160
+ const tubes = [-1, 1].map((side) => {
161
+ // 두 가닥은 진행 방향과 위(y)에 모두 수직인 쪽으로 벌린다 — 벽을 따라 놓인 레일이면 앞뒤(z)
162
+ const off = tr.pts.map((p, i) => {
163
+ const a = tr.pts[Math.max(0, i - 1)];
164
+ const b = tr.pts[Math.min(tr.pts.length - 1, i + 1)];
165
+ const tan = b.clone().sub(a).normalize();
166
+ const side3 = new THREE.Vector3().crossVectors(tan, new THREE.Vector3(0, 1, 0));
167
+ if (side3.lengthSq() < 1e-6) side3.set(0, 0, 1);
168
+ return p.clone().addScaledVector(side3.normalize(), (side * gauge) / 2);
169
+ });
170
+ const geo = new THREE.TubeGeometry(new THREE.CatmullRomCurve3(off, o.closed), segs, 0.035, 6, o.closed);
171
+ const mesh = shade(new THREE.Mesh(geo, m));
172
+ stage.scene.add(mesh);
173
+ return mesh;
174
+ });
175
+ const brackets: { mesh: THREE.Mesh; k: number }[] = [];
176
+ if (o.brackets !== false) {
177
+ const bm = brassMat(ctx);
178
+ for (let d = 0.6; d < tr.total - 0.3; d += 1.5) {
179
+ const p = pointAt(tr, d);
180
+ if (p.z < 0.15) continue;
181
+ const g = new THREE.CylinderGeometry(0.035, 0.035, p.z, 6);
182
+ g.rotateX(Math.PI / 2);
183
+ const mesh = shade(new THREE.Mesh(g, bm));
184
+ mesh.position.set(p.x, p.y - 0.05, p.z / 2);
185
+ stage.scene.add(mesh);
186
+ brackets.push({ mesh, k: d / tr.total });
187
+ }
188
+ }
189
+ const at = o.at ?? -1;
190
+ const dur = o.dur ?? 0.4;
191
+ return (t) => {
192
+ const p = t < at ? 0 : ease.inOutCubic(clamp((t - at) / dur));
193
+ for (const mesh of tubes) {
194
+ const idx = mesh.geometry.index!.count;
195
+ mesh.visible = p > 0;
196
+ mesh.geometry.setDrawRange(0, Math.floor((p * idx) / 6) * 6);
197
+ }
198
+ for (const b of brackets) b.mesh.visible = p >= b.k;
199
+ };
200
+ }
201
+
202
+ export interface MarblesOpts {
203
+ ctx: SceneCtx;
204
+ /** 레일과 같은 꼭짓점 */
205
+ points: readonly V3[];
206
+ /** count 개를 every 초마다(또는 times 에) 처음 점에서 굴린다 */
207
+ at?: number;
208
+ count?: number;
209
+ every?: number;
210
+ times?: readonly number[];
211
+ /** 구슬 색 — style.colors 키(marble1–9)나 색. 배열이면 차례로 */
212
+ colors?: string | readonly string[];
213
+ /** 처음 빠르기 */
214
+ v0?: number;
215
+ /** 끝에 닿은 뒤 — hide 사라진다 · stay 끝에 선다 · loop 처음부터 다시 */
216
+ end?: "hide" | "stay" | "loop";
217
+ until?: number;
218
+ /** 구슬 반지름 */
219
+ radius?: number;
220
+ /** 레일과 같게 — 고리면 끝에서 처음으로 이어 돈다 */
221
+ closed?: boolean;
222
+ }
223
+
224
+ /**
225
+ * 구슬 = 요청 — 레일을 따라 구른다. 내리막에서 빨라지고 오르막·평지에서 느려진다(에너지 보존, 아주 서지는 않는다).
226
+ * 돌려준 함수의 arrivals 에 구슬마다 끝에 닿는 시각
227
+ */
228
+ export function marbles(stage: Stage3D, o: MarblesOpts): ((t: number) => void) & { arrivals: number[]; ride: number } {
229
+ const { ctx } = o;
230
+ const tr = track(o.points, o.closed);
231
+ const y0 = tr.pts[0].y;
232
+ const v0 = o.v0 ?? 1.4;
233
+ // 길이마다 지나는 시각 — 에너지 보존 빠르기를 적분
234
+ const tAt = [0];
235
+ for (let i = 1; i < tr.pts.length; i++) {
236
+ const v = (y: number) => Math.max(1.1, Math.sqrt(v0 * v0 + 2 * G * (y0 - y)));
237
+ const vm = (v(tr.pts[i - 1].y) + v(tr.pts[i].y)) / 2;
238
+ tAt.push(tAt[i - 1] + (tr.s[i] - tr.s[i - 1]) / vm);
239
+ }
240
+ const ride = tAt[tAt.length - 1];
241
+ const lenAt = (tau: number): number => {
242
+ let lo = 0;
243
+ let hi = tAt.length - 1;
244
+ while (hi - lo > 1) {
245
+ const m = (lo + hi) >> 1;
246
+ if (tAt[m] <= tau) lo = m;
247
+ else hi = m;
248
+ }
249
+ const k = (tau - tAt[lo]) / (tAt[hi] - tAt[lo] || 1);
250
+ return tr.s[lo] + (tr.s[hi] - tr.s[lo]) * k;
251
+ };
252
+ const times = o.times ?? Array.from({ length: o.count ?? 1 }, (_, k) => (o.at ?? 0) + k * (o.every ?? 0.5));
253
+ const cols = typeof o.colors === "string" || !o.colors ? [o.colors ?? "marble1"] : o.colors;
254
+ const rad = o.radius ?? R;
255
+ const lift = LIFT + (rad - R);
256
+ const mesh = swarm(ctx, rad, times.length, cols);
257
+ stage.scene.add(mesh);
258
+ const m4 = new THREE.Matrix4();
259
+ const p = new THREE.Vector3();
260
+ const until = o.until ?? Infinity;
261
+ const end = o.end ?? "hide";
262
+ const paint = (t: number) => {
263
+ times.forEach((T, k) => {
264
+ let tau = t - T;
265
+ if (tau < 0 || t >= until || (end === "hide" && tau > ride)) return mesh.setMatrixAt(k, HIDE);
266
+ if (end === "loop") tau %= ride;
267
+ pointAt(tr, lenAt(Math.min(tau, ride)), p);
268
+ mesh.setMatrixAt(k, m4.makeTranslation(p.x, p.y + lift, p.z));
269
+ });
270
+ mesh.instanceMatrix.needsUpdate = true;
271
+ };
272
+ return Object.assign(paint, { arrivals: times.map((T) => T + ride), ride });
273
+ }
274
+
275
+ // ── 장치 ─────────────────────────────────────────────────────────────
276
+
277
+ /**
278
+ * 깔때기 = 한 주소 — 여러 레일에서 온 구슬이 테두리로 들어와 소용돌이를 돌며(안쪽일수록 빨리) 가운데 구멍으로 빠진다.
279
+ * feeds 마다 [들어오는 시각, 색, 들어오는 각(라디안)]. 돌려준 함수의 exits 에 구멍으로 빠지는 시각
280
+ */
281
+ export function funnel(stage: Stage3D, o: { ctx: SceneCtx; pos: V3; radius?: number; at?: number; feeds: readonly { time: number; color: string; angle?: number }[]; spin?: number }): ((t: number) => void) & { exits: number[] } {
282
+ const { ctx } = o;
283
+ const Rr = o.radius ?? 2.4;
284
+ const hole = 0.3;
285
+ const H = 1.6;
286
+ const prof = (r: number) => H * (1 - (hole / r) ** 0.9);
287
+ const profile = Array.from({ length: 24 }, (_, i) => {
288
+ const r = hole + ((Rr - hole) * i) / 23;
289
+ return new THREE.Vector2(r, prof(r));
290
+ });
291
+ const group = new THREE.Group();
292
+ const bowl = shade(new THREE.Mesh(new THREE.LatheGeometry(profile, 40), new THREE.MeshStandardMaterial({ color: 0x17120e, metalness: 0.35, roughness: 0.16, side: THREE.DoubleSide })));
293
+ const rim = shade(new THREE.Mesh(new THREE.TorusGeometry(Rr, 0.06, 6, 48), brassMat(ctx)));
294
+ rim.rotation.x = Math.PI / 2;
295
+ rim.position.y = prof(Rr);
296
+ group.add(bowl, rim);
297
+ group.position.set(...o.pos);
298
+ stage.scene.add(group);
299
+ const spin = o.spin ?? 1.5;
300
+ // 한 바퀴 길 — 반지름이 줄수록 각속도 ∝ r^-1.5 (각운동량), 미리 적분해 둔다
301
+ const N = 90;
302
+ const path = [{ r: Rr - 0.25, a: 0 }];
303
+ for (let i = 1; i <= N; i++) {
304
+ const u = i / N;
305
+ const r = hole + (Rr - 0.25 - hole) * (1 - u) ** 1.3;
306
+ path.push({ r, a: path[i - 1].a + (spin / N) * 2.2 * r ** -1.5 });
307
+ }
308
+ const fall = 0.28;
309
+ const mesh = swarm(ctx, R, o.feeds.length, o.feeds.map((f) => f.color));
310
+ stage.scene.add(mesh);
311
+ const m4 = new THREE.Matrix4();
312
+ const at = o.at ?? -1;
313
+ const paint = (t: number) => {
314
+ group.scale.setScalar(Math.max(0.001, pop(t, at, 0.36)));
315
+ o.feeds.forEach((f, k) => {
316
+ const tau = t - f.time;
317
+ if (tau < 0 || tau > spin + fall) return mesh.setMatrixAt(k, HIDE);
318
+ let x: number;
319
+ let y: number;
320
+ let z: number;
321
+ if (tau <= spin) {
322
+ const i = Math.min(N - 1, Math.floor((tau / spin) * N));
323
+ const w = (tau / spin) * N - i;
324
+ const r = path[i].r + (path[i + 1].r - path[i].r) * w;
325
+ const a = (f.angle ?? 0) - (path[i].a + (path[i + 1].a - path[i].a) * w);
326
+ x = Math.cos(a) * r;
327
+ z = Math.sin(a) * r;
328
+ y = prof(Math.max(hole, r)) + R;
329
+ } else {
330
+ const d = tau - spin;
331
+ x = 0;
332
+ z = 0;
333
+ y = R - 0.5 * G * d * d - 1.2 * d;
334
+ }
335
+ mesh.setMatrixAt(k, m4.makeTranslation(o.pos[0] + x, o.pos[1] + y, o.pos[2] + z));
336
+ });
337
+ mesh.instanceMatrix.needsUpdate = true;
338
+ };
339
+ return Object.assign(paint, { exits: o.feeds.map((f) => f.time + spin + fall * 0.6) });
340
+ }
341
+
342
+ /**
343
+ * 갈림판 = 라우팅 — 갈림길 위 놋쇠 판이 flips 시각마다 넘어가 다른 레일을 겨눈다(겨눈 쪽으로 구슬이 간다). 폴백은 판이 다른 쪽으로 넘어가는 것.
344
+ * aims 를 주면 n 번째로 넘어간 뒤 aims[n] 도(갈래가 여럿일 때), 없으면 ±angle 을 오간다
345
+ */
346
+ export function flipper(stage: Stage3D, o: { ctx: SceneCtx; pos: V3; at?: number; flips: readonly number[]; angle?: number; aims?: readonly number[]; length?: number }): (t: number) => void {
347
+ const { ctx } = o;
348
+ const len = o.length ?? 1.2;
349
+ const group = new THREE.Group();
350
+ const paddle = new THREE.BoxGeometry(len, 0.08, 0.5);
351
+ paddle.translate(len / 2, 0, 0);
352
+ const arm = shade(new THREE.Mesh(paddle, brassMat(ctx)));
353
+ const pin = shade(new THREE.Mesh(new THREE.CylinderGeometry(0.09, 0.09, 0.62, 12).rotateX(Math.PI / 2), steelMat(ctx)));
354
+ group.add(arm, pin);
355
+ group.position.set(...o.pos);
356
+ stage.scene.add(group);
357
+ const A = ((o.angle ?? 28) * Math.PI) / 180;
358
+ const flips = [...o.flips].sort((a, b) => a - b);
359
+ const at = o.at ?? -1;
360
+ return (t) => {
361
+ group.scale.setScalar(Math.max(0.001, pop(t, at)));
362
+ const n = flips.filter((f) => f <= t).length;
363
+ const aim = (i: number) => (o.aims ? (o.aims[Math.max(0, i) % o.aims.length] * Math.PI) / 180 : i % 2 ? A : -A);
364
+ const last = n ? flips[n - 1] : -1e9;
365
+ const k = ease.outBack(clamp((t - last) / 0.14));
366
+ arm.rotation.z = n ? aim(n - 1) + (aim(n) - aim(n - 1)) * k : aim(0);
367
+ };
368
+ }
369
+
370
+ export interface TubeItem {
371
+ x: number;
372
+ count: number;
373
+ color: string;
374
+ /** 첫 구슬을 놓는 시각과 간격 */
375
+ at: number;
376
+ every?: number;
377
+ }
378
+
379
+ /**
380
+ * 투명 관 = 쌓인 수 — 관 위에서 구슬이 하나씩 떨어져 쌓인다. 높이가 곧 수(관끼리 같은 높이라 막대그래프처럼 읽힌다).
381
+ * 돌려준 함수의 landed(i, t) 는 i 번 관에 t 까지 앉은 구슬 수
382
+ */
383
+ export function tubes(stage: Stage3D, o: { ctx: SceneCtx; items: readonly TubeItem[]; base: number; z?: number; height?: number }): ((t: number) => void) & { landed(i: number, t: number): number } {
384
+ const { ctx } = o;
385
+ const z = o.z ?? 0.6;
386
+ const r = 0.12;
387
+ const d = r * 2;
388
+ const H = o.height ?? Math.max(...o.items.map((it) => it.count)) * d + 0.3;
389
+ const glass = new THREE.MeshStandardMaterial({ color: 0xffffff, transparent: true, opacity: 0.14, roughness: 0.05, metalness: 0, depthWrite: false, side: THREE.DoubleSide });
390
+ const bm = brassMat(ctx);
391
+ for (const it of o.items) {
392
+ const tube = new THREE.Mesh(new THREE.CylinderGeometry(r * 1.35, r * 1.35, H, 16, 1, true), glass);
393
+ tube.position.set(it.x, o.base + H / 2, z);
394
+ const foot = shade(new THREE.Mesh(new THREE.CylinderGeometry(r * 1.7, r * 1.7, 0.1, 16), bm));
395
+ foot.position.set(it.x, o.base - 0.05, z);
396
+ stage.scene.add(tube, foot);
397
+ }
398
+ // 관 안 급수구에서 쌓일 자리 바로 위로 떨어진다 — 관 꼭대기에서 떨어뜨리면 한 마디 안에 다 못 앉는다
399
+ const g = G * 2.5;
400
+ const all: { i: number; x: number; T: number; y1: number; y0: number; fall: number }[] = [];
401
+ o.items.forEach((it, i) => {
402
+ for (let k = 0; k < it.count; k++) {
403
+ const y1 = o.base + r + k * d;
404
+ const y0 = Math.min(o.base + H, y1 + 3);
405
+ all.push({ i, x: it.x, T: it.at + k * (it.every ?? 0.03), y1, y0, fall: Math.sqrt((2 * (y0 - y1)) / g) });
406
+ }
407
+ });
408
+ const mesh = swarm(ctx, r, all.length, all.map((m) => o.items[m.i].color));
409
+ stage.scene.add(mesh);
410
+ const m4 = new THREE.Matrix4();
411
+ const paint = (t: number) => {
412
+ all.forEach((m, k) => {
413
+ const tau = t - m.T;
414
+ if (tau < 0) return mesh.setMatrixAt(k, HIDE);
415
+ const y = tau >= m.fall ? m.y1 : m.y0 - 0.5 * g * tau * tau;
416
+ mesh.setMatrixAt(k, m4.makeTranslation(m.x, y, z));
417
+ });
418
+ mesh.instanceMatrix.needsUpdate = true;
419
+ };
420
+ return Object.assign(paint, { landed: (i: number, t: number) => all.filter((m) => m.i === i && t - m.T >= m.fall).length });
421
+ }
422
+
423
+ // ── 명판 ─────────────────────────────────────────────────────────────
424
+
425
+ type Text = string | ((t: number) => string);
426
+
427
+ /** 놋쇠 판 한 장을 캔버스에 — 둥근 판·짙은 테두리·나사 넷, 글은 새긴 듯 짙게(아래 1px 빛) */
428
+ function brassPlate(ctx: SceneCtx, sample: string, font: "sans" | "display" | "mono", px = 140) {
429
+ const fam = ctx.style.fonts[font];
430
+ const f = `${font === "mono" ? 500 : 700} ${px}px ${fam}`;
431
+ const probe = document.createElement("canvas").getContext("2d")!;
432
+ probe.font = f;
433
+ const cw = Math.ceil(probe.measureText(sample).width + px * 1.3);
434
+ const ch = Math.ceil(px * 1.6);
435
+ const c = document.createElement("canvas");
436
+ c.width = cw;
437
+ c.height = ch;
438
+ const tex = new THREE.CanvasTexture(c);
439
+ tex.colorSpace = THREE.SRGBColorSpace;
440
+ tex.anisotropy = 4;
441
+ const draw = (s: string) => {
442
+ const g = c.getContext("2d")!;
443
+ g.clearRect(0, 0, cw, ch);
444
+ g.fillStyle = ctx.style.colors.brass;
445
+ g.beginPath();
446
+ g.roundRect(0, 0, cw, ch, px * 0.16);
447
+ g.fill();
448
+ g.lineWidth = px * 0.06;
449
+ g.strokeStyle = ctx.style.colors.engrave;
450
+ g.globalAlpha = 0.55;
451
+ g.beginPath();
452
+ g.roundRect(px * 0.12, px * 0.12, cw - px * 0.24, ch - px * 0.24, px * 0.1);
453
+ g.stroke();
454
+ g.globalAlpha = 1;
455
+ g.fillStyle = ctx.style.colors.engrave;
456
+ for (const [x, y] of [[px * 0.3, px * 0.3], [cw - px * 0.3, px * 0.3], [px * 0.3, ch - px * 0.3], [cw - px * 0.3, ch - px * 0.3]]) {
457
+ g.beginPath();
458
+ g.arc(x, y, px * 0.06, 0, Math.PI * 2);
459
+ g.fill();
460
+ }
461
+ g.font = f;
462
+ g.textAlign = "center";
463
+ g.textBaseline = "middle";
464
+ g.fillStyle = "rgba(255,240,200,0.55)";
465
+ g.fillText(s, cw / 2, ch / 2 + px * 0.06 + 2);
466
+ g.fillStyle = ctx.style.colors.engrave;
467
+ g.fillText(s, cw / 2, ch / 2 + px * 0.06);
468
+ tex.needsUpdate = true;
469
+ };
470
+ return { tex, draw, aspect: cw / ch };
471
+ }
472
+
473
+ /**
474
+ * 명판 — 벽에 놋쇠 판이 톡 붙고 글이 새겨져 있다(조형 옆 명판). text 가 함수면 그 t 의 글로 다시 새긴다.
475
+ * 화면 글은 모두 명판에
476
+ */
477
+ export function plaque(stage: Stage3D, o: { ctx: SceneCtx; text: Text; pos: V3; height?: number; at?: number; until?: number; font?: "sans" | "display" | "mono"; anchor?: "center" | "left" | "right" }): (t: number) => void {
478
+ const { ctx } = o;
479
+ const h = o.height ?? 0.7;
480
+ const sample = typeof o.text === "function" ? [0, 1e9].map((x) => (o.text as (t: number) => string)(x)).sort((a, b) => b.length - a.length)[0] : o.text;
481
+ const plate = brassPlate(ctx, sample, o.font ?? "display");
482
+ const w = h * plate.aspect;
483
+ const geo = new THREE.PlaneGeometry(w, h);
484
+ if (o.anchor === "left") geo.translate(w / 2, 0, 0);
485
+ if (o.anchor === "right") geo.translate(-w / 2, 0, 0);
486
+ const mesh = new THREE.Mesh(geo, new THREE.MeshStandardMaterial({ map: plate.tex, metalness: 0.35, roughness: 0.45, transparent: true }));
487
+ mesh.castShadow = true;
488
+ mesh.position.set(...o.pos);
489
+ stage.scene.add(mesh);
490
+ if (typeof o.text === "string") plate.draw(o.text);
491
+ const at = o.at ?? -1;
492
+ const until = o.until ?? Infinity;
493
+ return (t) => {
494
+ const k = pop(t, at);
495
+ mesh.visible = k > 0 && t < until;
496
+ mesh.scale.setScalar(Math.max(0.001, k));
497
+ if (typeof o.text === "function") plate.draw(o.text(t));
498
+ };
499
+ }
500
+
501
+ /**
502
+ * 관문 = 비용 — 레일을 앞뒤로 걸친 놋쇠 문(기둥 둘·들보)이 서고, 들보 앞판에 지나는 값이 새겨져 있다. 구슬은 기둥 사이로 지난다.
503
+ * 값이 바뀌는 순간(changes) 문이 한 번 내려앉았다 선다. price 가 함수면 그 t 의 값
504
+ */
505
+ export function tollGate(stage: Stage3D, o: { ctx: SceneCtx; pos: V3; price: Text; at?: number; changes?: readonly number[]; height?: number }): (t: number) => void {
506
+ const { ctx } = o;
507
+ const h = o.height ?? 1.2;
508
+ const group = new THREE.Group();
509
+ const bm = brassMat(ctx);
510
+ for (const z of [-0.42, 0.42]) {
511
+ const post = shade(new THREE.Mesh(new THREE.BoxGeometry(0.12, h, 0.12), bm));
512
+ post.position.set(0, h / 2 - 0.2, z);
513
+ group.add(post);
514
+ }
515
+ const beam = shade(new THREE.Mesh(new THREE.BoxGeometry(0.2, 0.16, 1.0), bm));
516
+ beam.position.y = h - 0.2;
517
+ group.add(beam);
518
+ const sample = typeof o.price === "function" ? [0, 1e9].map((x) => (o.price as (t: number) => string)(x)).sort((a, b) => b.length - a.length)[0] : o.price;
519
+ const plate = brassPlate(ctx, sample, "mono");
520
+ const ph = 0.6;
521
+ const sign = new THREE.Mesh(new THREE.PlaneGeometry(ph * plate.aspect, ph), new THREE.MeshStandardMaterial({ map: plate.tex, metalness: 0.35, roughness: 0.45, transparent: true }));
522
+ sign.castShadow = true;
523
+ sign.position.set(0, h + 0.2, 0.52);
524
+ group.add(sign);
525
+ group.position.set(...o.pos);
526
+ stage.scene.add(group);
527
+ if (typeof o.price === "string") plate.draw(o.price);
528
+ const at = o.at ?? -1;
529
+ const changes = o.changes ?? [];
530
+ return (t) => {
531
+ group.scale.setScalar(Math.max(0.001, pop(t, at)));
532
+ if (typeof o.price === "function") plate.draw(o.price(t));
533
+ const last = changes.filter((c) => c <= t).pop();
534
+ const k = last === undefined ? 1 : clamp((t - last) / 0.3);
535
+ group.position.y = o.pos[1] - (last === undefined ? 0 : Math.sin(k * Math.PI) * 0.18);
536
+ };
537
+ }
538
+
539
+ /**
540
+ * 하루 = 시계 고리 — 벽에 둥근 고리 레일과 24 시 놋쇠 못(00 이 위, 시계 방향). windowAt 에 한 시간대(00–10) 고리가 다른 운임 색으로 켜지고,
541
+ * 구슬(요청)이 고리를 쉬지 않고 돈다
542
+ */
543
+ export function clockWheel(stage: Stage3D, o: { ctx: SceneCtx; pos: V3; radius?: number; at?: number; window?: [number, number]; windowAt?: number; turn?: number; count?: number; color?: string }): (t: number) => void {
544
+ const { ctx } = o;
545
+ const Rr = o.radius ?? 2.8;
546
+ const group = new THREE.Group();
547
+ const ring = shade(new THREE.Mesh(new THREE.TorusGeometry(Rr, 0.05, 6, 96), steelMat(ctx)));
548
+ const ring2 = shade(new THREE.Mesh(new THREE.TorusGeometry(Rr, 0.05, 6, 96), steelMat(ctx)));
549
+ ring.position.z = 0.13;
550
+ ring2.position.z = -0.13;
551
+ group.add(ring, ring2);
552
+ const bm = brassMat(ctx);
553
+ // 시각 h 의 자리 — 00 이 위, 시계 방향
554
+ const ang = (h: number) => Math.PI / 2 - (h / 24) * Math.PI * 2;
555
+ for (let h = 0; h < 24; h++) {
556
+ const big = h % 6 === 0;
557
+ const peg = shade(new THREE.Mesh(new THREE.CylinderGeometry(big ? 0.09 : 0.05, big ? 0.09 : 0.05, 0.5, 8).rotateX(Math.PI / 2), bm));
558
+ const rr = Rr + (big ? 0.42 : 0.3);
559
+ peg.position.set(Math.cos(ang(h)) * rr, Math.sin(ang(h)) * rr, -0.1);
560
+ group.add(peg);
561
+ }
562
+ for (const h of [0, 6, 12, 18]) {
563
+ const label = textPlane({ text: String(h).padStart(2, "0"), family: ctx.style.fonts.mono, weight: 500, color: ctx.style.colors.ink, height: 0.5 });
564
+ label.position.set(Math.cos(ang(h)) * (Rr + 1.0), Math.sin(ang(h)) * (Rr + 1.0), 0.2);
565
+ group.add(label);
566
+ }
567
+ const [h0, h1] = o.window ?? [0, 10];
568
+ const arc = new THREE.Mesh(
569
+ new THREE.TorusGeometry(Rr, 0.11, 8, 64, ((h1 - h0) / 24) * Math.PI * 2),
570
+ new THREE.MeshStandardMaterial({ color: col(ctx, o.color ?? "success"), emissive: col(ctx, o.color ?? "success"), emissiveIntensity: 0.55, roughness: 0.4 }),
571
+ );
572
+ arc.rotation.z = ang(h1);
573
+ arc.scale.set(1, 1, 3.2);
574
+ group.add(arc);
575
+ group.position.set(...o.pos);
576
+ stage.scene.add(group);
577
+ const n = o.count ?? 4;
578
+ const mesh = swarm(ctx, R, n, Array.from({ length: 9 }, (_, k) => `marble${k + 1}`));
579
+ stage.scene.add(mesh);
580
+ const m4 = new THREE.Matrix4();
581
+ const at = o.at ?? -1;
582
+ const turn = o.turn ?? 4;
583
+ const wAt = o.windowAt ?? at;
584
+ return (t) => {
585
+ group.scale.setScalar(Math.max(0.001, pop(t, at, 0.4)));
586
+ arc.visible = t >= wAt;
587
+ arc.scale.setScalar(t >= wAt ? 1 + 0.25 * (1 - ease.outCubic(clamp((t - wAt) / 0.3))) : 1);
588
+ arc.scale.z = 3.2;
589
+ for (let k = 0; k < n; k++) {
590
+ if (t < at + 0.3) {
591
+ mesh.setMatrixAt(k, HIDE);
592
+ continue;
593
+ }
594
+ const h = ((((t - at) / turn) * 24 + (k * 24) / n) % 24 + 24) % 24;
595
+ const a = ang(h);
596
+ mesh.setMatrixAt(k, m4.makeTranslation(o.pos[0] + Math.cos(a) * (Rr - 0.02), o.pos[1] + Math.sin(a) * (Rr - 0.02), o.pos[2] + 0.02));
597
+ }
598
+ mesh.instanceMatrix.needsUpdate = true;
599
+ };
600
+ }
601
+
602
+ /**
603
+ * 드롭 = 방출 문 — 넓은 경사판 꼭대기에 모아 둔 구슬 더미를 문이 막고 있다가, 드롭 순간 문이 젖혀지고 구슬이 한꺼번에 쏟아져 내려
604
+ * 아래 받침에 깔린다. 섬광·흔들림(dropBurst)은 카메라에. fill 을 주면 그 사이 구슬이 위에서 하나씩 떨어져 더미가 차오른다(드롭 앞 모아 올리기)
605
+ */
606
+ export function releaseGate(stage: Stage3D, o: { ctx: SceneCtx; drop?: number; top: V3; bottom: V3; count: number; colors?: readonly string[]; width?: number; fill?: [number, number] }): (t: number) => void {
607
+ const { ctx } = o;
608
+ const D = ctx.beats.drop(o.drop ?? 0);
609
+ const top = new THREE.Vector3(...o.top);
610
+ const bottom = new THREE.Vector3(...o.bottom);
611
+ const dir = bottom.clone().sub(top);
612
+ const L = dir.length();
613
+ dir.normalize();
614
+ const width = o.width ?? 2.2;
615
+ const board = shade(new THREE.Mesh(new THREE.BoxGeometry(L + 0.6, 0.08, width), new THREE.MeshStandardMaterial({ color: col(ctx, "raised"), roughness: 0.8 })));
616
+ board.position.copy(top).add(bottom).multiplyScalar(0.5).add(new THREE.Vector3(0, -0.15, 0));
617
+ board.rotation.z = Math.atan2(dir.y, dir.x);
618
+ const gate = shade(new THREE.Mesh(new THREE.BoxGeometry(0.1, 0.9, width), brassMat(ctx)));
619
+ // 문은 위 경첩에 매달려 있다가 내리막 쪽으로 젖혀진다
620
+ const pivot = new THREE.Group();
621
+ pivot.position.copy(top).addScaledVector(dir, 0.35).add(new THREE.Vector3(0, 0.9, 0));
622
+ gate.position.y = -0.45;
623
+ pivot.add(gate);
624
+ stage.scene.add(board, pivot);
625
+ const cols = Math.ceil(Math.sqrt(o.count * 1.6));
626
+ const rows = Math.ceil(o.count / cols);
627
+ const lane = (width - 0.3) / rows;
628
+ // 더미 자리(문 뒤 위쪽으로 쌓임) → 받침 자리(경사 끝에서 펼쳐짐)
629
+ const items = Array.from({ length: o.count }, (_, i) => {
630
+ const c = i % cols;
631
+ const r = Math.floor(i / cols);
632
+ const z = -width / 2 + 0.15 + (r + 0.5) * lane;
633
+ const pile = top.clone().addScaledVector(dir, -c * 0.17).add(new THREE.Vector3(0, (c % 3) * 0.12, z));
634
+ const land = bottom.clone().add(new THREE.Vector3(0.35 + (c / cols) * 2.6, 0, z));
635
+ return { pile, land, delay: c * 0.012 + r * 0.008 };
636
+ });
637
+ const mesh = swarm(ctx, 0.13, o.count, o.colors ?? ["marble1"]);
638
+ stage.scene.add(mesh);
639
+ const flash = document.createElement("div");
640
+ flash.style.cssText = `position:absolute;inset:0;background:${ctx.style.colors.ink};opacity:0;pointer-events:none;`;
641
+ stage.el.append(flash);
642
+ // 문이 열리면 1 초 안에 다 쏟아지게 — 실제 경사보다 가파르게 민다(드롭은 한 박의 사건이다)
643
+ const a = 2.6 * G * Math.max(0.2, -dir.y);
644
+ const m4 = new THREE.Matrix4();
645
+ const p = new THREE.Vector3();
646
+ return (t) => {
647
+ const s = dropBurst(t, { beats: ctx.beats, drop: o.drop ?? 0, rules: ctx.style.motion, scene: ctx.id, source: "releaseGate" });
648
+ flash.style.opacity = (s.flash * 0.6).toFixed(3);
649
+ stage.camera.position.x += (s.shake.x ?? 0) * 0.02;
650
+ stage.camera.position.y += (s.shake.y ?? 0) * 0.02;
651
+ pivot.rotation.z = t < D ? 0 : 1.4 * ease.outBack(clamp((t - D) / 0.22));
652
+ items.forEach((it, i) => {
653
+ const tau = t - D - it.delay;
654
+ if (tau <= 0) {
655
+ if (!o.fill) return mesh.setMatrixAt(i, m4.makeTranslation(it.pile.x, it.pile.y, it.pile.z));
656
+ const app = o.fill[0] + (i / o.count) * (o.fill[1] - o.fill[0]);
657
+ if (t < app) return mesh.setMatrixAt(i, HIDE);
658
+ const k = ease.inCubic(clamp((t - app) / 0.18));
659
+ return mesh.setMatrixAt(i, m4.makeTranslation(it.pile.x, it.pile.y + 2.2 * (1 - k), it.pile.z));
660
+ }
661
+ const run = 6 * tau + 0.5 * a * tau * tau;
662
+ const along = run + it.pile.clone().sub(top).dot(dir);
663
+ if (along < L) {
664
+ p.copy(top).addScaledVector(dir, along);
665
+ p.z = it.pile.z;
666
+ p.y += Math.max(0, it.pile.y - top.y) * (1 - clamp(run / 0.6));
667
+ } else {
668
+ const left = L - it.pile.clone().sub(top).dot(dir);
669
+ const tEnd = (-6 + Math.sqrt(36 + 2 * a * left)) / a;
670
+ const k = clamp((tau - tEnd) / 0.35);
671
+ p.copy(bottom).lerp(it.land, ease.outCubic(k));
672
+ p.y += Math.sin(k * Math.PI) * 0.35 * (1 - k);
673
+ }
674
+ mesh.setMatrixAt(i, m4.makeTranslation(p.x, p.y, p.z));
675
+ });
676
+ mesh.instanceMatrix.needsUpdate = true;
677
+ };
678
+ }