use-scroll-animate 2.3.0 → 2.4.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/CHANGELOG.md CHANGED
@@ -7,6 +7,17 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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  ## [Unreleased]
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+ ## [2.4.0] - 2026-10-07
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+
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+ ### Added
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+ - **Card effects** — new category `use-scroll-animate/components/cards` (+ `components/cards.css`):
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+ - `<usa-card effect="…">` with ten **combinable** effects (`effect="lift sheen"`): `flip` (hover or `trigger="click"`, `axis="y|x"`, `[data-front]` / `[data-back]`, `aria-pressed`), `holo` (holographic foil following the pointer), `glass` (frosted backdrop blur; solid under `prefers-reduced-transparency` / forced colours), `border-glow`, `conic-border` (rotating gradient border), `lift` (spring rise + slight tilt), `spotlight`, `sheen` (light sweep), `parallax-layers` (`[data-depth]` children) and `expand` (card → detail view with FLIP + spring; Esc / backdrop / `[data-close]` collapse). Pointer position is exposed as `--usa-card-x/-y` and `--usa-card-nx/-ny`.
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+ - `<usa-card-stack>`: swipeable deck (pointer, touch, arrow keys) with a spring fan-out, `loop`, `usa:swipe` / `usa:empty`.
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+ - `<usa-sticky-stack>`: cards stick while scrolling and covered cards shrink and dim.
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+ - `<usa-carousel-3d>`: items on a 3D ring rotated by drag, keys, clicks or `autoplay`, spring-driven, `aria-current` on the front item.
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+ - Reduced motion: no pointer tracking, tilt, parallax or sweeps; flips and expansions cross-fade; the carousel switches flat and instantly.
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+ - Showcase: **Card effects** category (effect picker, flip, expand, swipe deck, 3D carousel) and a live sticky-stack section. The gallery now allows several demo cards per element.
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+
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  ## [2.3.0] - 2026-10-07
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  ### Added
package/README.md CHANGED
@@ -51,6 +51,7 @@ defineComponents(); // or per category: import { defineTextComponents } from 'us
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  | **Background & decoration** (`/components/background`) | `<usa-aurora>` · `<usa-particles>` · `<usa-grain>` · `<usa-marquee>` · `<usa-acrylic>` (Acrylic / Mica) |
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  | **Transitions** (`/components/transitions`) | `<usa-dialog>` (modal / drawer / sheet) · `<usa-accordion>` · `<usa-flip-list>` · `<usa-view-switch>` · `viewTransition()` · `flip()` · `connectedAnimation()` |
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  | **Spring & physics** (`/components/physics`) | `<usa-spring>` (bounce-in · pop · drop · jelly · rubber-band) · `<usa-draggable>` (spring-back · inertia · snap) · `<usa-overscroll>` · `spring()` · `createSpring()` · `SPRING_PRESETS` |
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+ | **Card effects** (`/components/cards`) | `<usa-card>` (flip · holo · glass · border-glow · conic-border · lift · spotlight · sheen · parallax-layers · expand — combinable) · `<usa-card-stack>` (swipe) · `<usa-sticky-stack>` · `<usa-carousel-3d>` |
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  Whole bundle ≈ 22 kB gzip (JS + CSS); one category 3.5–6.4 kB; a single component ≈ 2 kB. The scroll-animation core below is unaffected.
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package/README_ja.md CHANGED
@@ -41,6 +41,7 @@ defineComponents(); // カテゴリ単位: import { defineTextComponents } from
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  | **背景・装飾**(`/components/background`) | `<usa-aurora>` · `<usa-particles>` · `<usa-grain>` · `<usa-marquee>` · `<usa-acrylic>`(Acrylic / Mica) |
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  | **トランジション**(`/components/transitions`) | `<usa-dialog>` · `<usa-accordion>` · `<usa-flip-list>` · `<usa-view-switch>` · `viewTransition()` · `flip()` · `connectedAnimation()` |
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  | **スプリング・物理**(`/components/physics`) | `<usa-spring>`(bounce-in · pop · drop · jelly · rubber-band)· `<usa-draggable>` · `<usa-overscroll>` · `spring()` · `createSpring()` |
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+ | **カード効果**(`/components/cards`) | `<usa-card>`(flip · holo · glass · border-glow · conic-border · lift · spotlight · sheen · parallax-layers · expand)· `<usa-card-stack>` · `<usa-sticky-stack>` · `<usa-carousel-3d>` |
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  ## ドキュメント
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package/README_zh.md CHANGED
@@ -50,6 +50,7 @@ defineComponents(); // 或按分类:import { defineTextComponents } from 'use-
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  | **背景与装饰**(`/components/background`) | `<usa-aurora>` 极光 · `<usa-particles>` 粒子 · `<usa-grain>` 胶片颗粒 · `<usa-marquee>` 无限跑马灯 · `<usa-acrylic>` 亚克力 / 云母材质 |
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  | **过渡动画**(`/components/transitions`) | `<usa-dialog>` 弹窗 / 抽屉 / 底部面板 · `<usa-accordion>` 手风琴 · `<usa-flip-list>` FLIP 列表 · `<usa-view-switch>` 视图切换 · `viewTransition()` · `flip()` · `connectedAnimation()` |
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  | **弹簧与物理**(`/components/physics`) | `<usa-spring>` 弹入 / 弹出 / 掉落 / 果冻 / 橡皮筋 · `<usa-draggable>` 拖拽回弹、惯性、吸附 · `<usa-overscroll>` 弹性越界 · `spring()` · `createSpring()` · 预设 gentle / wobbly / stiff / bouncy |
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+ | **卡片效果**(`/components/cards`) | `<usa-card>` 翻转 · 全息 · 玻璃 · 边框光晕 · 流光边框 · 悬浮 · 聚光 · 扫光 · 视差分层 · 展开详情(可组合)· `<usa-card-stack>` 滑动卡堆 · `<usa-sticky-stack>` 滚动堆叠 · `<usa-carousel-3d>` 3D 轮播 |
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  完整包约 22 kB gzip(JS + CSS);单个分类 3.5–6.4 kB;单个组件约 2 kB。下方的滚动动画核心不受影响。
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@@ -0,0 +1,219 @@
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+ import { p as prefersReducedMotion, g as applyFrame, e as EASE_SPRING, n as now, r as raf, b as caf } from './base-CuvCgqLy.js';
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+
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+ const SPRING_PRESETS = {
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+ default: { stiffness: 170, damping: 26, mass: 1 },
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+ gentle: { stiffness: 120, damping: 14, mass: 1 },
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+ wobbly: { stiffness: 180, damping: 12, mass: 1 },
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+ stiff: { stiffness: 210, damping: 20, mass: 1 },
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+ bouncy: { stiffness: 300, damping: 10, mass: 1 },
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+ slow: { stiffness: 280, damping: 60, mass: 1 },
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+ molasses: { stiffness: 280, damping: 120, mass: 1 },
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+ };
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+ /** Resolve a preset name or a partial config to a full config. */
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+ function resolveSpring(input) {
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+ const base = typeof input === 'string' ? SPRING_PRESETS[input] || SPRING_PRESETS.default : { ...SPRING_PRESETS.default, ...(input || {}) };
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+ const pos = (v, d) => (typeof v === 'number' && Number.isFinite(v) && v > 0 ? v : d);
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+ const o = (typeof input === 'object' && input) || {};
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+ return {
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+ stiffness: pos(base.stiffness, 170),
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+ damping: Math.max(0, Number.isFinite(base.damping) ? base.damping : 26),
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+ mass: pos(base.mass, 1),
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+ velocity: Number.isFinite(o.velocity) ? o.velocity : 0,
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+ precision: pos(o.precision, 0.001),
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+ };
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+ }
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+ /** One integration step (semi-implicit Euler) towards `to`. Returns [x, v]. */
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+ function stepSpring(cfg, x, v, to, dt) {
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+ const a = (-cfg.stiffness * (x - to) - cfg.damping * v) / cfg.mass;
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+ const nv = v + a * dt;
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+ return [x + nv * dt, nv];
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+ }
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+ const cache = new Map();
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+ /**
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+ * Sample the spring from 0 to 1 at `fps` (default 60). `values` may exceed 1
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+ * (overshoot); `duration` is the time to rest, in ms (max 10 s).
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+ */
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+ function springSamples(input, fps = 60) {
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+ const cfg = resolveSpring(input);
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+ const key = `${cfg.stiffness}|${cfg.damping}|${cfg.mass}|${cfg.velocity}|${cfg.precision}|${fps}`;
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+ const hit = cache.get(key);
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+ if (hit)
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+ return hit;
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+ const values = [0];
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+ let x = 0;
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+ let v = cfg.velocity;
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+ const frame = 1000 / fps;
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+ let t = 0;
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+ let next = frame;
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+ while (t < 10000) {
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+ [x, v] = stepSpring(cfg, x, v, 1, 0.001);
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+ t += 1;
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+ if (t >= next) {
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+ values.push(x);
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+ next += frame;
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+ if (Math.abs(1 - x) < cfg.precision && Math.abs(v) < cfg.precision * 10)
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+ break;
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+ }
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+ }
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+ values[values.length - 1] = 1;
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+ const out = { values, duration: Math.round(t) };
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+ if (cache.size > 64)
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+ cache.clear();
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+ cache.set(key, out);
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+ return out;
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+ }
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+ /** `true` when CSS `linear()` easing is supported. */
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+ function supportsLinearEasing() {
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+ return typeof CSS !== 'undefined' && typeof CSS.supports === 'function' && CSS.supports('animation-timing-function', 'linear(0, 1)');
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+ }
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+ /**
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+ * The spring as `{ easing, duration }` for `el.animate()` / CSS. `easing` is
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+ * a `linear(…)` function with at most `points` stops (default 48), or a
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+ * cubic-bezier overshoot where `linear()` is unsupported.
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+ */
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+ function springEasing(input, points = 48) {
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+ const { values, duration } = springSamples(input);
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+ if (!supportsLinearEasing())
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+ return { easing: EASE_SPRING, duration: Math.min(duration, 1200) };
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+ return { easing: linearEasing(values, points), duration };
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+ }
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+ /** Build a CSS `linear()` easing from samples (down-sampled to `points`). */
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+ function linearEasing(values, points = 48) {
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+ const n = values.length;
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+ const step = Math.max(1, Math.ceil((n - 1) / Math.max(2, points - 1)));
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+ const out = [];
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+ for (let i = 0; i < n - 1; i += step)
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+ out.push(String(Math.round(values[i] * 1000) / 1000));
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+ out.push('1');
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+ return `linear(${out.join(', ')})`;
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+ }
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+ /**
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+ * Animate `el` between keyframes with spring timing (WAAPI). Under reduced
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+ * motion the final frame is applied immediately. Returns the Animation (or
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+ * `null` without WAAPI / under reduced motion).
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+ */
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+ function spring(el, keyframes, input, options = {}) {
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+ const target = el;
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+ if (prefersReducedMotion() || typeof target.animate !== 'function') {
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+ applyFrame(target, keyframes[keyframes.length - 1]);
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+ return null;
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+ }
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+ const { easing, duration } = springEasing(input);
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+ return target.animate(keyframes, { duration, easing, fill: 'both', ...options });
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+ }
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+ /**
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+ * An interruptible spring-animated number: call `set()` as often as you like,
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+ * the motion keeps its velocity (like iOS / Framer springs). Reduced motion
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+ * jumps straight to the target.
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+ */
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+ function createSpring(opts = {}) {
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+ let cfg = resolveSpring(opts.spring);
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+ let x = opts.value ?? 0;
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+ let v = 0;
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+ let to = x;
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+ let id = 0;
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+ let last = 0;
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+ let running = false;
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+ const stop = () => {
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+ if (running)
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+ caf(id);
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+ running = false;
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+ };
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+ const loop = () => {
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+ const t = now();
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+ let dt = Math.min(64, Math.max(1, t - last));
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+ last = t;
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+ while (dt > 0) {
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+ const s = Math.min(dt, 4);
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+ [x, v] = stepSpring(cfg, x, v, to, s / 1000);
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+ dt -= s;
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+ }
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+ const scale = Math.max(1, Math.abs(to) * 0.0005);
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+ if (Math.abs(to - x) < cfg.precision * scale * 10 && Math.abs(v) < cfg.precision * scale * 100) {
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+ x = to;
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+ v = 0;
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+ running = false;
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+ opts.onUpdate?.(x, 0);
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+ opts.onRest?.(x);
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+ return;
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+ }
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+ opts.onUpdate?.(x, v);
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+ id = raf(loop);
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+ };
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+ const api = {
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+ get value() {
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+ return x;
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+ },
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+ get velocity() {
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+ return v;
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+ },
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+ get target() {
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+ return to;
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+ },
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+ get animating() {
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+ return running;
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+ },
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+ set(target, velocity) {
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+ to = target;
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+ if (velocity !== undefined && Number.isFinite(velocity))
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+ v = velocity;
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+ if (prefersReducedMotion()) {
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+ api.jump(target);
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+ opts.onRest?.(target);
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+ return;
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+ }
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+ if (!running) {
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+ running = true;
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+ last = now();
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+ id = raf(loop);
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+ }
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+ },
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+ jump(value) {
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+ stop();
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+ x = to = value;
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+ v = 0;
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+ opts.onUpdate?.(x, 0);
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+ },
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+ stop() {
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+ stop();
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+ v = 0;
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+ to = x;
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+ },
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+ configure(input) {
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+ cfg = resolveSpring(input);
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+ },
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+ };
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+ return api;
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+ }
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+ /* ------------------------------------------------------------------ */
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+ /* Inertia + snapping */
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+ /* ------------------------------------------------------------------ */
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+ /**
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+ * Where a flick at `velocity` (units/s) comes to rest with exponential
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+ * decay: `value + velocity · timeConstant` (default 0.325 s, iOS-like).
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+ */
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+ function projectInertia(value, velocity, timeConstant = 0.325) {
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+ return value + velocity * timeConstant;
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+ }
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+ /** Snap to a grid (`number`) or the nearest of a list of points. */
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+ function snapTo(value, to) {
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+ if (Array.isArray(to)) {
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+ if (!to.length)
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+ return value;
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+ return to.reduce((best, p) => (Math.abs(p - value) < Math.abs(best - value) ? p : best), to[0]);
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+ }
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+ if (typeof to === 'number' && to > 0)
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+ return Math.round(value / to) * to;
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+ return value;
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+ }
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+ /** iOS-style rubber-band resistance: how far content moves when pulled `distance` past an edge. */
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+ function rubberBand(distance, dimension, constant = 0.55) {
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+ if (dimension <= 0)
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+ return 0;
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+ const sign = distance < 0 ? -1 : 1;
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+ const d = Math.abs(distance);
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+ return sign * (1 - 1 / ((d * constant) / dimension + 1)) * dimension;
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+ }
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+
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+ export { SPRING_PRESETS as S, rubberBand as a, spring as b, createSpring as c, springEasing as d, springSamples as e, stepSpring as f, supportsLinearEasing as g, linearEasing as l, projectInertia as p, resolveSpring as r, snapTo as s };
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+ //# sourceMappingURL=spring-BKUU7-Xm.js.map
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+ {"version":3,"file":"spring-BKUU7-Xm.js","sources":["../../src/components/physics/spring.ts"],"sourcesContent":["import { prefersReducedMotion, raf, caf, now, applyFrame, EASE_SPRING } from '../base';\n\n/**\n * Spring physics core (v2.3). A damped harmonic oscillator integrated in\n * 1 ms steps: `stiffness` (k, N/m), `damping` (c) and `mass` (m). Used by\n * the `<usa-spring>`, `<usa-draggable>` and `<usa-overscroll>` elements and\n * exported for your own animations:\n *\n * - `springEasing()` turns a spring into a CSS `linear()` easing + duration\n * for WAAPI / CSS (falls back to a cubic-bezier overshoot where `linear()`\n * is unsupported);\n * - `spring(el, keyframes, cfg)` animates with it;\n * - `createSpring()` is an interruptible, velocity-preserving value for\n * gestures (drag, inertia, snap).\n */\nexport interface SpringConfig {\n /** Spring stiffness (default 170). Higher = faster, snappier. */\n stiffness?: number;\n /** Damping / friction (default 26). Lower = more bounces. */\n damping?: number;\n /** Mass (default 1). Higher = slower, heavier. */\n mass?: number;\n /** Initial velocity in progress units per second (default 0). */\n velocity?: number;\n /** Rest threshold (default 0.001). */\n precision?: number;\n}\n\nexport type SpringPreset = 'default' | 'gentle' | 'wobbly' | 'stiff' | 'bouncy' | 'slow' | 'molasses';\n\nexport const SPRING_PRESETS: Record<SpringPreset, Required<Pick<SpringConfig, 'stiffness' | 'damping' | 'mass'>>> = {\n default: { stiffness: 170, damping: 26, mass: 1 },\n gentle: { stiffness: 120, damping: 14, mass: 1 },\n wobbly: { stiffness: 180, damping: 12, mass: 1 },\n stiff: { stiffness: 210, damping: 20, mass: 1 },\n bouncy: { stiffness: 300, damping: 10, mass: 1 },\n slow: { stiffness: 280, damping: 60, mass: 1 },\n molasses: { stiffness: 280, damping: 120, mass: 1 },\n};\n\nexport type SpringInput = SpringPreset | SpringConfig | string | undefined;\n\n/** Resolve a preset name or a partial config to a full config. */\nexport function resolveSpring(input?: SpringInput): Required<SpringConfig> {\n const base = typeof input === 'string' ? SPRING_PRESETS[input as SpringPreset] || SPRING_PRESETS.default : { ...SPRING_PRESETS.default, ...(input || {}) };\n const pos = (v: unknown, d: number) => (typeof v === 'number' && Number.isFinite(v) && v > 0 ? v : d);\n const o = (typeof input === 'object' && input) || {};\n return {\n stiffness: pos(base.stiffness, 170),\n damping: Math.max(0, Number.isFinite(base.damping) ? base.damping : 26),\n mass: pos(base.mass, 1),\n velocity: Number.isFinite(o.velocity) ? (o.velocity as number) : 0,\n precision: pos(o.precision, 0.001),\n };\n}\n\n/** One integration step (semi-implicit Euler) towards `to`. Returns [x, v]. */\nexport function stepSpring(cfg: Required<SpringConfig>, x: number, v: number, to: number, dt: number): [number, number] {\n const a = (-cfg.stiffness * (x - to) - cfg.damping * v) / cfg.mass;\n const nv = v + a * dt;\n return [x + nv * dt, nv];\n}\n\nconst cache = new Map<string, { values: number[]; duration: number }>();\n\n/**\n * Sample the spring from 0 to 1 at `fps` (default 60). `values` may exceed 1\n * (overshoot); `duration` is the time to rest, in ms (max 10 s).\n */\nexport function springSamples(input?: SpringInput, fps = 60): { values: number[]; duration: number } {\n const cfg = resolveSpring(input);\n const key = `${cfg.stiffness}|${cfg.damping}|${cfg.mass}|${cfg.velocity}|${cfg.precision}|${fps}`;\n const hit = cache.get(key);\n if (hit) return hit;\n const values = [0];\n let x = 0;\n let v = cfg.velocity;\n const frame = 1000 / fps;\n let t = 0;\n let next = frame;\n while (t < 10000) {\n [x, v] = stepSpring(cfg, x, v, 1, 0.001);\n t += 1;\n if (t >= next) {\n values.push(x);\n next += frame;\n if (Math.abs(1 - x) < cfg.precision && Math.abs(v) < cfg.precision * 10) break;\n }\n }\n values[values.length - 1] = 1;\n const out = { values, duration: Math.round(t) };\n if (cache.size > 64) cache.clear();\n cache.set(key, out);\n return out;\n}\n\n/** `true` when CSS `linear()` easing is supported. */\nexport function supportsLinearEasing(): boolean {\n return typeof CSS !== 'undefined' && typeof CSS.supports === 'function' && CSS.supports('animation-timing-function', 'linear(0, 1)');\n}\n\n/**\n * The spring as `{ easing, duration }` for `el.animate()` / CSS. `easing` is\n * a `linear(…)` function with at most `points` stops (default 48), or a\n * cubic-bezier overshoot where `linear()` is unsupported.\n */\nexport function springEasing(input?: SpringInput, points = 48): { easing: string; duration: number } {\n const { values, duration } = springSamples(input);\n if (!supportsLinearEasing()) return { easing: EASE_SPRING, duration: Math.min(duration, 1200) };\n return { easing: linearEasing(values, points), duration };\n}\n\n/** Build a CSS `linear()` easing from samples (down-sampled to `points`). */\nexport function linearEasing(values: number[], points = 48): string {\n const n = values.length;\n const step = Math.max(1, Math.ceil((n - 1) / Math.max(2, points - 1)));\n const out: string[] = [];\n for (let i = 0; i < n - 1; i += step) out.push(String(Math.round(values[i] * 1000) / 1000));\n out.push('1');\n return `linear(${out.join(', ')})`;\n}\n\n/**\n * Animate `el` between keyframes with spring timing (WAAPI). Under reduced\n * motion the final frame is applied immediately. Returns the Animation (or\n * `null` without WAAPI / under reduced motion).\n */\nexport function spring(el: Element, keyframes: Keyframe[], input?: SpringInput, options: KeyframeAnimationOptions = {}): Animation | null {\n const target = el as HTMLElement;\n if (prefersReducedMotion() || typeof target.animate !== 'function') {\n applyFrame(target, keyframes[keyframes.length - 1]);\n return null;\n }\n const { easing, duration } = springEasing(input);\n return target.animate(keyframes, { duration, easing, fill: 'both', ...options });\n}\n\n/* ------------------------------------------------------------------ */\n/* Interactive springs */\n/* ------------------------------------------------------------------ */\n\nexport interface SpringValueOptions {\n /** Start value (default 0). */\n value?: number;\n /** Spring config or preset (default `'default'`). */\n spring?: SpringInput;\n /** Called with the value every frame (and on `jump()`). */\n onUpdate?: (value: number, velocity: number) => void;\n /** Called when the value comes to rest at its target. */\n onRest?: (value: number) => void;\n}\n\nexport interface SpringValue {\n readonly value: number;\n /** Units per second. */\n readonly velocity: number;\n readonly target: number;\n readonly animating: boolean;\n /** Animate to `target`, optionally with a new initial velocity (units/s). */\n set(target: number, velocity?: number): void;\n /** Jump to `value` with no animation. */\n jump(value: number): void;\n /** Stop where it is. */\n stop(): void;\n /** Change the spring config. */\n configure(spring: SpringInput): void;\n}\n\n/**\n * An interruptible spring-animated number: call `set()` as often as you like,\n * the motion keeps its velocity (like iOS / Framer springs). Reduced motion\n * jumps straight to the target.\n */\nexport function createSpring(opts: SpringValueOptions = {}): SpringValue {\n let cfg = resolveSpring(opts.spring);\n let x = opts.value ?? 0;\n let v = 0;\n let to = x;\n let id = 0;\n let last = 0;\n let running = false;\n const stop = () => {\n if (running) caf(id);\n running = false;\n };\n const loop = () => {\n const t = now();\n let dt = Math.min(64, Math.max(1, t - last));\n last = t;\n while (dt > 0) {\n const s = Math.min(dt, 4);\n [x, v] = stepSpring(cfg, x, v, to, s / 1000);\n dt -= s;\n }\n const scale = Math.max(1, Math.abs(to) * 0.0005);\n if (Math.abs(to - x) < cfg.precision * scale * 10 && Math.abs(v) < cfg.precision * scale * 100) {\n x = to;\n v = 0;\n running = false;\n opts.onUpdate?.(x, 0);\n opts.onRest?.(x);\n return;\n }\n opts.onUpdate?.(x, v);\n id = raf(loop);\n };\n const api: SpringValue = {\n get value() {\n return x;\n },\n get velocity() {\n return v;\n },\n get target() {\n return to;\n },\n get animating() {\n return running;\n },\n set(target, velocity) {\n to = target;\n if (velocity !== undefined && Number.isFinite(velocity)) v = velocity;\n if (prefersReducedMotion()) {\n api.jump(target);\n opts.onRest?.(target);\n return;\n }\n if (!running) {\n running = true;\n last = now();\n id = raf(loop);\n }\n },\n jump(value) {\n stop();\n x = to = value;\n v = 0;\n opts.onUpdate?.(x, 0);\n },\n stop() {\n stop();\n v = 0;\n to = x;\n },\n configure(input) {\n cfg = resolveSpring(input);\n },\n };\n return api;\n}\n\n/* ------------------------------------------------------------------ */\n/* Inertia + snapping */\n/* ------------------------------------------------------------------ */\n\n/**\n * Where a flick at `velocity` (units/s) comes to rest with exponential\n * decay: `value + velocity · timeConstant` (default 0.325 s, iOS-like).\n */\nexport function projectInertia(value: number, velocity: number, timeConstant = 0.325): number {\n return value + velocity * timeConstant;\n}\n\n/** Snap to a grid (`number`) or the nearest of a list of points. */\nexport function snapTo(value: number, to: number | number[] | null | undefined): number {\n if (Array.isArray(to)) {\n if (!to.length) return value;\n return to.reduce((best, p) => (Math.abs(p - value) < Math.abs(best - value) ? p : best), to[0]);\n }\n if (typeof to === 'number' && to > 0) return Math.round(value / to) * to;\n return value;\n}\n\n/** iOS-style rubber-band resistance: how far content moves when pulled `distance` past an edge. */\nexport function rubberBand(distance: number, dimension: number, constant = 0.55): number {\n if (dimension <= 0) return 0;\n const sign = distance < 0 ? -1 : 1;\n const d = Math.abs(distance);\n return sign * (1 - 1 / ((d * constant) / dimension + 1)) * 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@@ -0,0 +1,232 @@
1
+ 'use strict';
2
+
3
+ var base = require('./base-CJ7XfidP.cjs');
4
+
5
+ const SPRING_PRESETS = {
6
+ default: { stiffness: 170, damping: 26, mass: 1 },
7
+ gentle: { stiffness: 120, damping: 14, mass: 1 },
8
+ wobbly: { stiffness: 180, damping: 12, mass: 1 },
9
+ stiff: { stiffness: 210, damping: 20, mass: 1 },
10
+ bouncy: { stiffness: 300, damping: 10, mass: 1 },
11
+ slow: { stiffness: 280, damping: 60, mass: 1 },
12
+ molasses: { stiffness: 280, damping: 120, mass: 1 },
13
+ };
14
+ /** Resolve a preset name or a partial config to a full config. */
15
+ function resolveSpring(input) {
16
+ const base = typeof input === 'string' ? SPRING_PRESETS[input] || SPRING_PRESETS.default : { ...SPRING_PRESETS.default, ...(input || {}) };
17
+ const pos = (v, d) => (typeof v === 'number' && Number.isFinite(v) && v > 0 ? v : d);
18
+ const o = (typeof input === 'object' && input) || {};
19
+ return {
20
+ stiffness: pos(base.stiffness, 170),
21
+ damping: Math.max(0, Number.isFinite(base.damping) ? base.damping : 26),
22
+ mass: pos(base.mass, 1),
23
+ velocity: Number.isFinite(o.velocity) ? o.velocity : 0,
24
+ precision: pos(o.precision, 0.001),
25
+ };
26
+ }
27
+ /** One integration step (semi-implicit Euler) towards `to`. Returns [x, v]. */
28
+ function stepSpring(cfg, x, v, to, dt) {
29
+ const a = (-cfg.stiffness * (x - to) - cfg.damping * v) / cfg.mass;
30
+ const nv = v + a * dt;
31
+ return [x + nv * dt, nv];
32
+ }
33
+ const cache = new Map();
34
+ /**
35
+ * Sample the spring from 0 to 1 at `fps` (default 60). `values` may exceed 1
36
+ * (overshoot); `duration` is the time to rest, in ms (max 10 s).
37
+ */
38
+ function springSamples(input, fps = 60) {
39
+ const cfg = resolveSpring(input);
40
+ const key = `${cfg.stiffness}|${cfg.damping}|${cfg.mass}|${cfg.velocity}|${cfg.precision}|${fps}`;
41
+ const hit = cache.get(key);
42
+ if (hit)
43
+ return hit;
44
+ const values = [0];
45
+ let x = 0;
46
+ let v = cfg.velocity;
47
+ const frame = 1000 / fps;
48
+ let t = 0;
49
+ let next = frame;
50
+ while (t < 10000) {
51
+ [x, v] = stepSpring(cfg, x, v, 1, 0.001);
52
+ t += 1;
53
+ if (t >= next) {
54
+ values.push(x);
55
+ next += frame;
56
+ if (Math.abs(1 - x) < cfg.precision && Math.abs(v) < cfg.precision * 10)
57
+ break;
58
+ }
59
+ }
60
+ values[values.length - 1] = 1;
61
+ const out = { values, duration: Math.round(t) };
62
+ if (cache.size > 64)
63
+ cache.clear();
64
+ cache.set(key, out);
65
+ return out;
66
+ }
67
+ /** `true` when CSS `linear()` easing is supported. */
68
+ function supportsLinearEasing() {
69
+ return typeof CSS !== 'undefined' && typeof CSS.supports === 'function' && CSS.supports('animation-timing-function', 'linear(0, 1)');
70
+ }
71
+ /**
72
+ * The spring as `{ easing, duration }` for `el.animate()` / CSS. `easing` is
73
+ * a `linear(…)` function with at most `points` stops (default 48), or a
74
+ * cubic-bezier overshoot where `linear()` is unsupported.
75
+ */
76
+ function springEasing(input, points = 48) {
77
+ const { values, duration } = springSamples(input);
78
+ if (!supportsLinearEasing())
79
+ return { easing: base.EASE_SPRING, duration: Math.min(duration, 1200) };
80
+ return { easing: linearEasing(values, points), duration };
81
+ }
82
+ /** Build a CSS `linear()` easing from samples (down-sampled to `points`). */
83
+ function linearEasing(values, points = 48) {
84
+ const n = values.length;
85
+ const step = Math.max(1, Math.ceil((n - 1) / Math.max(2, points - 1)));
86
+ const out = [];
87
+ for (let i = 0; i < n - 1; i += step)
88
+ out.push(String(Math.round(values[i] * 1000) / 1000));
89
+ out.push('1');
90
+ return `linear(${out.join(', ')})`;
91
+ }
92
+ /**
93
+ * Animate `el` between keyframes with spring timing (WAAPI). Under reduced
94
+ * motion the final frame is applied immediately. Returns the Animation (or
95
+ * `null` without WAAPI / under reduced motion).
96
+ */
97
+ function spring(el, keyframes, input, options = {}) {
98
+ const target = el;
99
+ if (base.prefersReducedMotion() || typeof target.animate !== 'function') {
100
+ base.applyFrame(target, keyframes[keyframes.length - 1]);
101
+ return null;
102
+ }
103
+ const { easing, duration } = springEasing(input);
104
+ return target.animate(keyframes, { duration, easing, fill: 'both', ...options });
105
+ }
106
+ /**
107
+ * An interruptible spring-animated number: call `set()` as often as you like,
108
+ * the motion keeps its velocity (like iOS / Framer springs). Reduced motion
109
+ * jumps straight to the target.
110
+ */
111
+ function createSpring(opts = {}) {
112
+ let cfg = resolveSpring(opts.spring);
113
+ let x = opts.value ?? 0;
114
+ let v = 0;
115
+ let to = x;
116
+ let id = 0;
117
+ let last = 0;
118
+ let running = false;
119
+ const stop = () => {
120
+ if (running)
121
+ base.caf(id);
122
+ running = false;
123
+ };
124
+ const loop = () => {
125
+ const t = base.now();
126
+ let dt = Math.min(64, Math.max(1, t - last));
127
+ last = t;
128
+ while (dt > 0) {
129
+ const s = Math.min(dt, 4);
130
+ [x, v] = stepSpring(cfg, x, v, to, s / 1000);
131
+ dt -= s;
132
+ }
133
+ const scale = Math.max(1, Math.abs(to) * 0.0005);
134
+ if (Math.abs(to - x) < cfg.precision * scale * 10 && Math.abs(v) < cfg.precision * scale * 100) {
135
+ x = to;
136
+ v = 0;
137
+ running = false;
138
+ opts.onUpdate?.(x, 0);
139
+ opts.onRest?.(x);
140
+ return;
141
+ }
142
+ opts.onUpdate?.(x, v);
143
+ id = base.raf(loop);
144
+ };
145
+ const api = {
146
+ get value() {
147
+ return x;
148
+ },
149
+ get velocity() {
150
+ return v;
151
+ },
152
+ get target() {
153
+ return to;
154
+ },
155
+ get animating() {
156
+ return running;
157
+ },
158
+ set(target, velocity) {
159
+ to = target;
160
+ if (velocity !== undefined && Number.isFinite(velocity))
161
+ v = velocity;
162
+ if (base.prefersReducedMotion()) {
163
+ api.jump(target);
164
+ opts.onRest?.(target);
165
+ return;
166
+ }
167
+ if (!running) {
168
+ running = true;
169
+ last = base.now();
170
+ id = base.raf(loop);
171
+ }
172
+ },
173
+ jump(value) {
174
+ stop();
175
+ x = to = value;
176
+ v = 0;
177
+ opts.onUpdate?.(x, 0);
178
+ },
179
+ stop() {
180
+ stop();
181
+ v = 0;
182
+ to = x;
183
+ },
184
+ configure(input) {
185
+ cfg = resolveSpring(input);
186
+ },
187
+ };
188
+ return api;
189
+ }
190
+ /* ------------------------------------------------------------------ */
191
+ /* Inertia + snapping */
192
+ /* ------------------------------------------------------------------ */
193
+ /**
194
+ * Where a flick at `velocity` (units/s) comes to rest with exponential
195
+ * decay: `value + velocity · timeConstant` (default 0.325 s, iOS-like).
196
+ */
197
+ function projectInertia(value, velocity, timeConstant = 0.325) {
198
+ return value + velocity * timeConstant;
199
+ }
200
+ /** Snap to a grid (`number`) or the nearest of a list of points. */
201
+ function snapTo(value, to) {
202
+ if (Array.isArray(to)) {
203
+ if (!to.length)
204
+ return value;
205
+ return to.reduce((best, p) => (Math.abs(p - value) < Math.abs(best - value) ? p : best), to[0]);
206
+ }
207
+ if (typeof to === 'number' && to > 0)
208
+ return Math.round(value / to) * to;
209
+ return value;
210
+ }
211
+ /** iOS-style rubber-band resistance: how far content moves when pulled `distance` past an edge. */
212
+ function rubberBand(distance, dimension, constant = 0.55) {
213
+ if (dimension <= 0)
214
+ return 0;
215
+ const sign = distance < 0 ? -1 : 1;
216
+ const d = Math.abs(distance);
217
+ return sign * (1 - 1 / ((d * constant) / dimension + 1)) * dimension;
218
+ }
219
+
220
+ exports.SPRING_PRESETS = SPRING_PRESETS;
221
+ exports.createSpring = createSpring;
222
+ exports.linearEasing = linearEasing;
223
+ exports.projectInertia = projectInertia;
224
+ exports.resolveSpring = resolveSpring;
225
+ exports.rubberBand = rubberBand;
226
+ exports.snapTo = snapTo;
227
+ exports.spring = spring;
228
+ exports.springEasing = springEasing;
229
+ exports.springSamples = springSamples;
230
+ exports.stepSpring = stepSpring;
231
+ exports.supportsLinearEasing = supportsLinearEasing;
232
+ //# sourceMappingURL=spring-CGO9Jd9b.cjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"spring-CGO9Jd9b.cjs","sources":["../../src/components/physics/spring.ts"],"sourcesContent":["import { prefersReducedMotion, raf, caf, now, applyFrame, EASE_SPRING } from '../base';\n\n/**\n * Spring physics core (v2.3). A damped harmonic oscillator integrated in\n * 1 ms steps: `stiffness` (k, N/m), `damping` (c) and `mass` (m). Used by\n * the `<usa-spring>`, `<usa-draggable>` and `<usa-overscroll>` elements and\n * exported for your own animations:\n *\n * - `springEasing()` turns a spring into a CSS `linear()` easing + duration\n * for WAAPI / CSS (falls back to a cubic-bezier overshoot where `linear()`\n * is unsupported);\n * - `spring(el, keyframes, cfg)` animates with it;\n * - `createSpring()` is an interruptible, velocity-preserving value for\n * gestures (drag, inertia, snap).\n */\nexport interface SpringConfig {\n /** Spring stiffness (default 170). Higher = faster, snappier. */\n stiffness?: number;\n /** Damping / friction (default 26). Lower = more bounces. */\n damping?: number;\n /** Mass (default 1). Higher = slower, heavier. */\n mass?: number;\n /** Initial velocity in progress units per second (default 0). */\n velocity?: number;\n /** Rest threshold (default 0.001). */\n precision?: number;\n}\n\nexport type SpringPreset = 'default' | 'gentle' | 'wobbly' | 'stiff' | 'bouncy' | 'slow' | 'molasses';\n\nexport const SPRING_PRESETS: Record<SpringPreset, Required<Pick<SpringConfig, 'stiffness' | 'damping' | 'mass'>>> = {\n default: { stiffness: 170, damping: 26, mass: 1 },\n gentle: { stiffness: 120, damping: 14, mass: 1 },\n wobbly: { stiffness: 180, damping: 12, mass: 1 },\n stiff: { stiffness: 210, damping: 20, mass: 1 },\n bouncy: { stiffness: 300, damping: 10, mass: 1 },\n slow: { stiffness: 280, damping: 60, mass: 1 },\n molasses: { stiffness: 280, damping: 120, mass: 1 },\n};\n\nexport type SpringInput = SpringPreset | SpringConfig | string | undefined;\n\n/** Resolve a preset name or a partial config to a full config. */\nexport function resolveSpring(input?: SpringInput): Required<SpringConfig> {\n const base = typeof input === 'string' ? SPRING_PRESETS[input as SpringPreset] || SPRING_PRESETS.default : { ...SPRING_PRESETS.default, ...(input || {}) };\n const pos = (v: unknown, d: number) => (typeof v === 'number' && Number.isFinite(v) && v > 0 ? v : d);\n const o = (typeof input === 'object' && input) || {};\n return {\n stiffness: pos(base.stiffness, 170),\n damping: Math.max(0, Number.isFinite(base.damping) ? base.damping : 26),\n mass: pos(base.mass, 1),\n velocity: Number.isFinite(o.velocity) ? (o.velocity as number) : 0,\n precision: pos(o.precision, 0.001),\n };\n}\n\n/** One integration step (semi-implicit Euler) towards `to`. Returns [x, v]. */\nexport function stepSpring(cfg: Required<SpringConfig>, x: number, v: number, to: number, dt: number): [number, number] {\n const a = (-cfg.stiffness * (x - to) - cfg.damping * v) / cfg.mass;\n const nv = v + a * dt;\n return [x + nv * dt, nv];\n}\n\nconst cache = new Map<string, { values: number[]; duration: number }>();\n\n/**\n * Sample the spring from 0 to 1 at `fps` (default 60). `values` may exceed 1\n * (overshoot); `duration` is the time to rest, in ms (max 10 s).\n */\nexport function springSamples(input?: SpringInput, fps = 60): { values: number[]; duration: number } {\n const cfg = resolveSpring(input);\n const key = `${cfg.stiffness}|${cfg.damping}|${cfg.mass}|${cfg.velocity}|${cfg.precision}|${fps}`;\n const hit = cache.get(key);\n if (hit) return hit;\n const values = [0];\n let x = 0;\n let v = cfg.velocity;\n const frame = 1000 / fps;\n let t = 0;\n let next = frame;\n while (t < 10000) {\n [x, v] = stepSpring(cfg, x, v, 1, 0.001);\n t += 1;\n if (t >= next) {\n values.push(x);\n next += frame;\n if (Math.abs(1 - x) < cfg.precision && Math.abs(v) < cfg.precision * 10) break;\n }\n }\n values[values.length - 1] = 1;\n const out = { values, duration: Math.round(t) };\n if (cache.size > 64) cache.clear();\n cache.set(key, out);\n return out;\n}\n\n/** `true` when CSS `linear()` easing is supported. */\nexport function supportsLinearEasing(): boolean {\n return typeof CSS !== 'undefined' && typeof CSS.supports === 'function' && CSS.supports('animation-timing-function', 'linear(0, 1)');\n}\n\n/**\n * The spring as `{ easing, duration }` for `el.animate()` / CSS. `easing` is\n * a `linear(…)` function with at most `points` stops (default 48), or a\n * cubic-bezier overshoot where `linear()` is unsupported.\n */\nexport function springEasing(input?: SpringInput, points = 48): { easing: string; duration: number } {\n const { values, duration } = springSamples(input);\n if (!supportsLinearEasing()) return { easing: EASE_SPRING, duration: Math.min(duration, 1200) };\n return { easing: linearEasing(values, points), duration };\n}\n\n/** Build a CSS `linear()` easing from samples (down-sampled to `points`). */\nexport function linearEasing(values: number[], points = 48): string {\n const n = values.length;\n const step = Math.max(1, Math.ceil((n - 1) / Math.max(2, points - 1)));\n const out: string[] = [];\n for (let i = 0; i < n - 1; i += step) out.push(String(Math.round(values[i] * 1000) / 1000));\n out.push('1');\n return `linear(${out.join(', ')})`;\n}\n\n/**\n * Animate `el` between keyframes with spring timing (WAAPI). Under reduced\n * motion the final frame is applied immediately. Returns the Animation (or\n * `null` without WAAPI / under reduced motion).\n */\nexport function spring(el: Element, keyframes: Keyframe[], input?: SpringInput, options: KeyframeAnimationOptions = {}): Animation | null {\n const target = el as HTMLElement;\n if (prefersReducedMotion() || typeof target.animate !== 'function') {\n applyFrame(target, keyframes[keyframes.length - 1]);\n return null;\n }\n const { easing, duration } = springEasing(input);\n return target.animate(keyframes, { duration, easing, fill: 'both', ...options });\n}\n\n/* ------------------------------------------------------------------ */\n/* Interactive springs */\n/* ------------------------------------------------------------------ */\n\nexport interface SpringValueOptions {\n /** Start value (default 0). */\n value?: number;\n /** Spring config or preset (default `'default'`). */\n spring?: SpringInput;\n /** Called with the value every frame (and on `jump()`). */\n onUpdate?: (value: number, velocity: number) => void;\n /** Called when the value comes to rest at its target. */\n onRest?: (value: number) => void;\n}\n\nexport interface SpringValue {\n readonly value: number;\n /** Units per second. */\n readonly velocity: number;\n readonly target: number;\n readonly animating: boolean;\n /** Animate to `target`, optionally with a new initial velocity (units/s). */\n set(target: number, velocity?: number): void;\n /** Jump to `value` with no animation. */\n jump(value: number): void;\n /** Stop where it is. */\n stop(): void;\n /** Change the spring config. */\n configure(spring: SpringInput): void;\n}\n\n/**\n * An interruptible spring-animated number: call `set()` as often as you like,\n * the motion keeps its velocity (like iOS / Framer springs). Reduced motion\n * jumps straight to the target.\n */\nexport function createSpring(opts: SpringValueOptions = {}): SpringValue {\n let cfg = resolveSpring(opts.spring);\n let x = opts.value ?? 0;\n let v = 0;\n let to = x;\n let id = 0;\n let last = 0;\n let running = false;\n const stop = () => {\n if (running) caf(id);\n running = false;\n };\n const loop = () => {\n const t = now();\n let dt = Math.min(64, Math.max(1, t - last));\n last = t;\n while (dt > 0) {\n const s = Math.min(dt, 4);\n [x, v] = stepSpring(cfg, x, v, to, s / 1000);\n dt -= s;\n }\n const scale = Math.max(1, Math.abs(to) * 0.0005);\n if (Math.abs(to - x) < cfg.precision * scale * 10 && Math.abs(v) < cfg.precision * scale * 100) {\n x = to;\n v = 0;\n running = false;\n opts.onUpdate?.(x, 0);\n opts.onRest?.(x);\n return;\n }\n opts.onUpdate?.(x, v);\n id = raf(loop);\n };\n const api: SpringValue = {\n get value() {\n return x;\n },\n get velocity() {\n return v;\n },\n get target() {\n return to;\n },\n get animating() {\n return running;\n },\n set(target, velocity) {\n to = target;\n if (velocity !== undefined && Number.isFinite(velocity)) v = velocity;\n if (prefersReducedMotion()) {\n api.jump(target);\n opts.onRest?.(target);\n return;\n }\n if (!running) {\n running = true;\n last = now();\n id = raf(loop);\n }\n },\n jump(value) {\n stop();\n x = to = value;\n v = 0;\n opts.onUpdate?.(x, 0);\n },\n stop() {\n stop();\n v = 0;\n to = x;\n },\n configure(input) {\n cfg = resolveSpring(input);\n },\n };\n return api;\n}\n\n/* ------------------------------------------------------------------ */\n/* Inertia + snapping */\n/* ------------------------------------------------------------------ */\n\n/**\n * Where a flick at `velocity` (units/s) comes to rest with exponential\n * decay: `value + velocity · timeConstant` (default 0.325 s, iOS-like).\n */\nexport function projectInertia(value: number, velocity: number, timeConstant = 0.325): number {\n return value + velocity * timeConstant;\n}\n\n/** Snap to a grid (`number`) or the nearest of a list of points. */\nexport function snapTo(value: number, to: number | number[] | null | undefined): number {\n if (Array.isArray(to)) {\n if (!to.length) return value;\n return to.reduce((best, p) => (Math.abs(p - value) < Math.abs(best - value) ? p : best), to[0]);\n }\n if (typeof to === 'number' && to > 0) return Math.round(value / to) * to;\n return value;\n}\n\n/** iOS-style rubber-band resistance: how far content moves when pulled `distance` past an edge. */\nexport function rubberBand(distance: number, dimension: number, constant = 0.55): number {\n if (dimension <= 0) return 0;\n const sign = distance < 0 ? -1 : 1;\n const d = Math.abs(distance);\n return sign * (1 - 1 / ((d * constant) / dimension + 1)) * 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