New
Chip PileDraggable
Drag to pluck a grid of textured cells and release a wave through the mesh. Canvas, pointer capture, one animation frame loop.
'use client';
import './kinetic-texture-mesh.css';
import { useRef } from 'react';
import {
useCanvasScene,
useReducedMotion,
type SceneDrawContext,
type SceneSetupContext,
} from '@/hooks/use-canvas-scene';
/**
* An image stretched over a spring mesh: drag to pluck it, release to send a
* kinetic wave through the weave.
*
* The canvas preamble — DPR-scaled backing store, resize rebuild, offscreen
* pause, pointer tracking, clamped delta, teardown — is `useCanvasScene`. What
* is left here is the mesh and the forces on it.
*/
const SPACING = 24;
const PLUCK_FRAMES = 22;
/**
* The card autopilot, counted in the scene's own painted frames rather than in
* milliseconds: it stops when the loop stops off-screen, and it can never run ahead of
* the mesh it is plucking. The first pluck lands almost at once, so a card is already
* moving by the time it is looked at, and the period is long enough for the wave to die
* — `power` decays by 0.955 a frame, so around 85 of them — and the weave to settle.
*/
const IDLE_FIRST = 18;
const IDLE_EVERY = 150;
/** Frames of quiet after a real press before the card starts plucking itself again. */
const IDLE_WAKE = 96;
/**
* Where an unattended pluck lands, in fractions of the stage: a walk rather than one fixed
* point, so two consecutive rings are not the same event twice. The amplitudes hold every
* origin inside the middle 44% of the width and the middle 28% of the height — over the
* wordmark, where the deformation is legible on a letterform in a way it is not on a
* gradient, and clear enough of the edges that the ring opens in frame. The 1.3 is what
* keeps the walk off a fixed ellipse: at the same frequency on both axes every pluck would
* land somewhere on one closed curve.
*/
function idleSpot(turn: number) {
return { x: 0.5 + Math.cos(turn) * 0.22, y: 0.52 + Math.sin(turn * 1.3) * 0.14 };
}
/** Golden angle, so the walk keeps finding new ground rather than cycling. */
const IDLE_TURN = 2.39996;
interface MeshNode {
/** Rest position. The texture is sampled from here, so it never swims. */
readonly ox: number;
readonly oy: number;
x: number;
y: number;
vx: number;
vy: number;
}
interface MeshState {
/** The image being stretched. Painted once per resize, not per frame. */
readonly texture: HTMLCanvasElement;
readonly nodes: MeshNode[];
readonly columns: number;
readonly rows: number;
/**
* How far a press pulls and how far the released wave runs, as a fraction of the
* pixels those two were tuned in. 1 everywhere but a card — see `build`.
*/
readonly reach: number;
wave: { x: number; y: number; power: number };
/** Where the mesh was last pressed, so releasing can launch the wave there. */
press: { x: number; y: number };
/** Where a pluck with no pointer behind it lands. The middle, until a card moves it. */
pluckAt: { x: number; y: number };
/** Frames until the card plucks itself, and how far the walk has turned. */
idle: number;
turn: number;
wasDown: boolean;
}
/** The wordmark's inset in a card, where the 34px the stage uses is a ninth of the frame. */
const CARD_INSET = 14;
/**
* The size the wordmark has to be set at to fit a card, measured rather than assumed.
*
* `width * 0.2` is the rule the full stage was drawn to and it holds while the stage is
* wide. At 298px it does not: 'THE GRID.' comes out around 301px long from a 34px inset,
* which is 37px past the right edge — and the mesh loses more of it than that, because
* `columns` covers a whole SPACING past the canvas, so the texture is displayed magnified
* by gridWidth / width (1.047 at 298) with its right edge off-frame. Fitting the size to
* the line's own measured length, in a room divided by that magnification, lands near 51px
* and ends the long line the same 14px from the right edge that both start from on the
* left. Measured because the face is whatever the machine resolves `Arial` to, and a
* substitute with wider caps would put a fixed number back over the edge.
*/
function cardWordmark(paint: CanvasRenderingContext2D, width: number, longest: string) {
paint.font = '900 100px Arial';
const magnify = (Math.ceil(width / SPACING) * SPACING) / width;
const room = (width - CARD_INSET * 2) / magnify;
return (room / paint.measureText(longest).width) * 100;
}
/** Paints the image the mesh carries. Only depends on stage size and composition. */
function paintTexture(width: number, height: number, compact: boolean): HTMLCanvasElement {
const texture = document.createElement('canvas');
texture.width = Math.ceil(width);
texture.height = Math.ceil(height);
const paint = texture.getContext('2d');
if (!paint) return texture;
const field = paint.createLinearGradient(0, 0, width, height);
field.addColorStop(0, '#ff5a40');
field.addColorStop(0.28, '#b13cff');
field.addColorStop(0.62, '#3155e7');
field.addColorStop(1, '#d8ff43');
paint.fillStyle = field;
paint.fillRect(0, 0, width, height);
for (let index = 0; index < 24; index++) {
const x = (index * 83) % width;
const y = (index * 137) % height;
const radius = 38 + (index % 6) * 21;
const glow = paint.createRadialGradient(x, y, 0, x, y, radius);
glow.addColorStop(0, index % 2 ? 'rgba(255,255,255,.68)' : 'rgba(10,10,10,.48)');
glow.addColorStop(1, 'rgba(255,255,255,0)');
paint.fillStyle = glow;
paint.fillRect(x - radius, y - radius, radius * 2, radius * 2);
}
paint.globalCompositeOperation = 'overlay';
paint.fillStyle = 'rgba(255,255,255,.9)';
// The two lines are the whole of the copy, and in a card they are the instruction as
// well — the autopilot shows what a pluck does to the weave, the wordmark says whose
// gesture it is — so they stay, fitted to the frame rather than cropped to 'THE GRI'.
const inset = compact ? CARD_INSET : 34;
const size = compact ? cardWordmark(paint, width, 'THE GRID.') : Math.min(110, width * 0.2);
paint.font = `900 ${size}px Arial`;
paint.textBaseline = 'middle';
paint.fillText('PLUCK', inset, height * 0.43);
paint.fillText('THE GRID.', inset, height * 0.65);
return texture;
}
function build({ width, height }: SceneSetupContext, compact: boolean): MeshState {
const columns = Math.ceil(width / SPACING) + 1;
const rows = Math.ceil(height / SPACING) + 1;
return {
texture: paintTexture(width, height, compact),
columns,
rows,
/*
* The 150px pull and the 330px wave in `draw` are pixels tuned against this stage at
* the 360px height it is drawn to, where a press dents a local patch of the weave and
* the ring crosses the frame over its whole life. A 298x240 card is not that box: the
* same 150px is half its width and five eighths of its height, so a press hauls the
* entire mesh into one funnel instead of denting it, and a ring that runs to 330px is
* past the far corner — 191px from the middle — for the last two fifths of its life.
* Scaled by the shorter side, so the pluck reads at the same size relative to the box
* in either: 0.67 in a 240px card, 0.72 in the 260px frame the landing lists use, 1 at
* the stage the numbers came from, and never more than that. 240 is the floor —
* `ItemCard` and `ItemGrid` both default to it and every card surface goes through
* one of them.
*/
reach: compact ? Math.min(1, Math.min(width, height) / 360) : 1,
// Flat rather than nested: one bounds check per lookup instead of two, and
// the row/column arithmetic stays in one place.
nodes: Array.from({ length: columns * rows }, (_, index) => {
const x = (index % columns) * SPACING;
const y = Math.floor(index / columns) * SPACING;
return { ox: x, oy: y, x, y, vx: 0, vy: 0 };
}),
wave: { x: 0, y: 0, power: 0 },
press: { x: 0, y: 0 },
pluckAt: { x: width * 0.52, y: height * 0.5 },
idle: IDLE_FIRST,
turn: 0,
wasDown: false,
};
}
/** Pulls two nodes toward `rest` apart. Equal and opposite, so no net drift. */
function spring(a: MeshNode, b: MeshNode, rest: number, strength: number) {
const dx = b.x - a.x;
const dy = b.y - a.y;
const distance = Math.hypot(dx, dy) || 1;
const force = ((distance - rest) / distance) * strength;
a.vx += dx * force;
a.vy += dy * force;
b.vx -= dx * force;
b.vy -= dy * force;
}
/** `compact` is the 298x240 catalogue card: the same weave and the same springs, handed the
* whole frame — the wordmark fitted to it, the pluck reach scaled to it, and the mesh
* plucking itself so the card is moving before it is touched. */
export type KineticTextureMeshProps = { compact?: boolean };
export function KineticTextureMesh({ compact = false }: KineticTextureMeshProps) {
/*
* A keyboard pluck is a countdown rather than a `setTimeout`, so it lives on
* the same clock as the mesh: pausing the scene pauses the pluck, and nothing
* fires after unmount.
*/
const pluckRef = useRef(0);
const reduced = useReducedMotion();
const { stageRef, canvasRef } = useCanvasScene<MeshState>({
setup: scene => build(scene, compact),
draw: ({
context,
width,
height,
dpr,
state,
pointer,
}: SceneDrawContext<MeshState>) => {
const { nodes, columns, rows, texture } = state;
/*
* A card has to be alive before anyone touches it. A mesh at rest paints an
* identical frame for ever, so in the catalogue this would read as a gradient with a
* wordmark on it — a still, indistinguishable from a screenshot, which is the
* presentation that was rejected. So when compact and unpressed the scene plucks
* itself on a period, through the same countdown the keyboard path uses and at a
* point that moves each time. A real press takes it straight back: the countdown
* restarts, and a pluck already under way is dropped rather than fighting the drag
* for its remaining frames — `down` stays true across the handover, so no wave is
* launched until the visitor's own release.
*
* Gated on `reduced` too, and not only because a card should hold still there: with
* the loop stopped the only frames are the ones a pointer asks for, so counting
* those down would turn a hover into a pluck arriving one frame per mouse move.
*/
if (compact && !reduced) {
if (pointer.down) {
state.idle = IDLE_WAKE;
pluckRef.current = 0;
} else if (--state.idle <= 0) {
state.idle = IDLE_EVERY;
state.turn += IDLE_TURN;
const spot = idleSpot(state.turn);
state.pluckAt = { x: width * spot.x, y: height * spot.y };
pluckRef.current = PLUCK_FRAMES;
}
}
// The keyboard path presses the middle of the mesh and then releases it,
// reusing the drag code below rather than duplicating the force maths.
const plucking = pluckRef.current > 0;
if (plucking) pluckRef.current -= 1;
const down = plucking || pointer.down;
const press = plucking
? { ...state.pluckAt, dx: 0, dy: 0 }
: {
x: pointer.x,
y: pointer.y,
dx: pointer.x - pointer.lastX,
dy: pointer.y - pointer.lastY,
};
if (down) state.press = { x: press.x, y: press.y };
// Releasing is what launches the wave — detected as a transition so the
// pointer leaving the stage cannot swallow it.
if (state.wasDown && !down) state.wave = { ...state.press, power: 1 };
state.wasDown = down;
// How far the press pulls, how far the wave runs and how thick its ring is. The
// pixels are the stage's; `reach` is 1 there and scales all three to a card.
const pullRadius = 150 * state.reach;
const waveRun = 330 * state.reach;
const waveBand = 55 * state.reach;
context.fillStyle = '#0d0d0d';
context.fillRect(0, 0, width, height);
for (let y = 0; y < rows; y++) {
for (let x = 0; x < columns; x++) {
const node = nodes[y * columns + x];
if (!node) continue;
node.vx += (node.ox - node.x) * 0.038;
node.vy += (node.oy - node.y) * 0.038;
const right = x < columns - 1 ? nodes[y * columns + x + 1] : undefined;
const below = y < rows - 1 ? nodes[(y + 1) * columns + x] : undefined;
const belowRight =
x < columns - 1 && y < rows - 1 ? nodes[(y + 1) * columns + x + 1] : undefined;
const belowLeft =
x > 0 && y < rows - 1 ? nodes[(y + 1) * columns + x - 1] : undefined;
if (right) spring(node, right, SPACING, 0.055);
if (below) spring(node, below, SPACING, 0.055);
if (belowRight) spring(node, belowRight, SPACING * Math.SQRT2, 0.026);
if (belowLeft) spring(node, belowLeft, SPACING * Math.SQRT2, 0.026);
if (down) {
const dx = press.x - node.x;
const dy = press.y - node.y;
const distance = Math.hypot(dx, dy);
if (distance < pullRadius) {
const force = Math.pow(1 - distance / pullRadius, 1.5);
node.vx += dx * force * 0.07 + press.dx * force * 0.035;
node.vy += dy * force * 0.07 + press.dy * force * 0.035;
}
}
if (state.wave.power > 0.02) {
const dx = node.x - state.wave.x;
const dy = node.y - state.wave.y;
const distance = Math.hypot(dx, dy) || 1;
const ring = (1 - state.wave.power) * waveRun;
const band = Math.abs(distance - ring);
if (band < waveBand) {
const force = (1 - band / waveBand) * state.wave.power * 0.75;
node.vx += (dx / distance) * force;
node.vy += (dy / distance) * force;
}
}
}
}
for (const node of nodes) {
node.vx *= 0.82;
node.vy *= 0.82;
node.x += node.vx;
node.y += node.vy;
}
state.wave.power *= 0.955;
const gridWidth = Math.max(1, (columns - 1) * SPACING);
const gridHeight = Math.max(1, (rows - 1) * SPACING);
const scaleX = texture.width / gridWidth;
const scaleY = texture.height / gridHeight;
// Each cell is drawn under the affine transform that maps its rest square
// onto its deformed one, which is what makes the image stretch with the
// weave instead of sliding across it.
for (let y = 0; y < rows - 1; y++) {
for (let x = 0; x < columns - 1; x++) {
const a = nodes[y * columns + x];
const b = nodes[y * columns + x + 1];
const c = nodes[(y + 1) * columns + x];
if (!a || !b || !c) continue;
context.save();
context.setTransform(
((b.x - a.x) / SPACING) * dpr,
((b.y - a.y) / SPACING) * dpr,
((c.x - a.x) / SPACING) * dpr,
((c.y - a.y) / SPACING) * dpr,
a.x * dpr,
a.y * dpr,
);
context.drawImage(
texture,
a.ox * scaleX,
a.oy * scaleY,
SPACING * scaleX,
SPACING * scaleY,
// Slight overdraw: adjacent cells would otherwise show seams.
-0.7,
-0.7,
SPACING + 1.4,
SPACING + 1.4,
);
context.restore();
}
}
// Strain lines, sampled every other node so the overlay stays sparse.
context.globalCompositeOperation = 'screen';
for (let y = 0; y < rows; y += 2) {
for (let x = 0; x < columns - 1; x += 2) {
const a = nodes[y * columns + x];
const b = nodes[y * columns + x + 1];
if (!a || !b) continue;
const strain = Math.abs(Math.hypot(b.x - a.x, b.y - a.y) - SPACING) / SPACING;
if (strain <= 0.035) continue;
context.strokeStyle = `rgba(216,255,67,${Math.min(0.28, strain * 0.9)})`;
context.lineWidth = 0.45;
context.beginPath();
context.moveTo(a.x, a.y);
context.lineTo(b.x, b.y);
context.stroke();
}
}
context.globalCompositeOperation = 'source-over';
context.fillStyle = 'rgba(8,8,8,.16)';
context.fillRect(0, 0, width, height);
},
});
return (
<div className="kinetic-texture-mesh-stage" data-compact={compact ? 'true' : undefined}>
{/* The surface takes a tab stop and a keyboard pluck everywhere but a card, where
the frame around it is `aria-hidden` and a focusable node inside one is a trap
with no name. It stays draggable in both — only the tab order changes. */}
<div
ref={stageRef}
className="kinetic-texture-mesh"
role="button"
tabIndex={compact ? -1 : 0}
aria-label="Elastic texture mesh. Drag to pluck the image and release a kinetic wave."
onKeyDown={event => {
if (event.key !== 'Enter' && event.key !== ' ') return;
event.preventDefault();
pluckRef.current = PLUCK_FRAMES;
}}
>
<canvas ref={canvasRef} aria-hidden="true" />
</div>
</div>
);
}/* The surface the mesh is designed to sit on. Size it from the parent. */
.kinetic-texture-mesh-stage {
position: relative;
display: grid;
place-items: center;
width: 100%;
height: 100%;
min-height: 240px;
container-type: inline-size;
overflow: hidden;
background: #0d0d0d;
color: #f2efe7;
}
.kinetic-texture-mesh {
position: relative;
width: 100%;
height: 100%;
overflow: hidden;
background: #0d0d0d;
cursor: grab;
touch-action: none;
}
.kinetic-texture-mesh:active {
cursor: grabbing;
}
.kinetic-texture-mesh:focus-visible {
outline: 3px solid #d8ff43;
outline-offset: -5px;
}
.kinetic-texture-mesh canvas {
position: absolute;
inset: 0;
width: 100%;
height: 100%;
display: block;
}
/*
* The card variant: the 298x240 catalogue frame, at that real size and never scaled.
* Short by design. There is no marketing layout here to take apart — the mesh is already
* full-bleed and its weave is counted out from whatever box it is handed — so what a card
* needed is in the tsx instead: the wordmark fitted to 298px rather than clipped mid-word,
* the pluck reach scaled to the box, and the mesh plucking itself so the card is moving
* before anyone touches it. No `vw` anywhere below; the frame is 298px wide and the
* viewport is not.
*/
.kinetic-texture-mesh-stage[data-compact='true'] {
/* Load-bearing wherever the frame is shorter than the stage's own 240px `min-height`:
that minimum inside a frame of exactly 240px leaves no room for the frame's padding,
and any surface asking for less hangs the difference below the crop with the wordmark
sitting low in what is left. The stage takes the frame's own height instead. (240 is
the floor across the site — `ItemCard` and `ItemGrid` default to it. An earlier note
here claimed 200px cards on a profile and in the related row; those surfaces use the
grid, so they are 240 too.) */
min-height: 0;
height: 100%;
}
/*
* `pan-y`, not the `none` above: a full-bleed drag surface that claims every touch traps
* the page inside a scrolling grid of cards, which is the worse failure. The vertical
* gesture goes back to the document; a horizontal drag still gathers the weave and still
* releases its wave on the way out, so the mechanism survives the trade on a phone.
*/
.kinetic-texture-mesh-stage[data-compact='true'] .kinetic-texture-mesh {
touch-action: pan-y;
}
/*
* The weave is drawn on canvas and `useCanvasScene` declines to start its loop under
* reduced motion, so the scene holds still on its own. What is left is the grab cursor
* offering a gesture that now gathers nothing.
*/
@media (prefers-reduced-motion: reduce) {
.kinetic-texture-mesh,
.kinetic-texture-mesh:active {
cursor: default;
}
}"use client"
import { useCallback, useEffect, useRef, useState } from "react"
/**
* The canvas preamble every 2D scene needs, in one place: a DPR-scaled backing
* store, a rebuild on resize, a loop that stops when the stage scrolls out of
* view, pointer tracking with per-frame deltas, and teardown.
*
* A scene supplies two functions. `setup` builds whatever mutable state the
* animation owns and is re-run whenever the stage changes size, so the state can
* be sized to the stage without ever being resized in place. `draw` paints one
* frame from that state — it is called with the transform already scaled to
* device pixels, so every coordinate in it is a CSS pixel.
*/
export type ScenePointer = {
x: number
y: number
/** Position at the previous painted frame, so `x - lastX` is a frame delta. */
lastX: number
lastY: number
down: boolean
inside: boolean
}
export type SceneSetupContext = {
context: CanvasRenderingContext2D
width: number
height: number
dpr: number
}
export type SceneDrawContext<State> = SceneSetupContext & {
state: State
pointer: ScenePointer
/** Painted frames since the last rebuild. Useful for every-Nth-frame work. */
frame: number
}
export type CanvasSceneOptions<State> = {
setup: (context: SceneSetupContext) => State
draw: (context: SceneDrawContext<State>) => void
}
export type CanvasScene = {
/** The sizing element. Owns the pointer listeners and is what is observed. */
stageRef: (node: HTMLDivElement | null) => void
canvasRef: (node: HTMLCanvasElement | null) => void
/** Paint one frame now. The escape hatch for a paused or reduced-motion loop. */
requestRender: () => void
}
/** Live `prefers-reduced-motion`. False during SSR and the first paint. */
export function useReducedMotion() {
const [reduced, setReduced] = useState(false)
useEffect(() => {
const query = window.matchMedia("(prefers-reduced-motion: reduce)")
setReduced(query.matches)
const onChange = () => setReduced(query.matches)
query.addEventListener("change", onChange)
return () => query.removeEventListener("change", onChange)
}, [])
return reduced
}
export function useCanvasScene<State>(options: CanvasSceneOptions<State>): CanvasScene {
const reduced = useReducedMotion()
/*
* `draw` is usually an inline closure, so it is a new function on every
* render. Reading it through a ref keeps the loop from being torn down and
* the scene from being rebuilt each time the component re-renders.
*/
const optionsRef = useRef(options)
optionsRef.current = options
const stage = useRef<HTMLDivElement | null>(null)
const canvas = useRef<HTMLCanvasElement | null>(null)
/*
* Plain ref assignment, with no state behind it. React attaches refs during
* the commit phase, before passive effects run, so the effect below already
* sees both nodes on the first mount — which is why these used to bump a
* `mounted` counter for nothing: the two `setMounted` calls batched into one
* re-render, the counter went 0 → 2, and the effect's dependency on it tore
* the live scene down and rebuilt it. Every scene was constructed, measured
* and warmed twice on every mount, four times under StrictMode in dev.
*
* The requirement this trades for that: a consumer must render the stage and
* the canvas unconditionally, in the same commit as the component itself. All
* thirteen do. Gating the canvas behind a flag would leave the effect bailing
* on the null guard with nothing to re-run it.
*/
const stageRef = useCallback((node: HTMLDivElement | null) => {
stage.current = node
}, [])
const canvasRef = useCallback((node: HTMLCanvasElement | null) => {
canvas.current = node
}, [])
/** Set once the scene is live, so `requestRender` before that is a no-op. */
const render = useRef<(() => void) | null>(null)
const requestRender = useCallback(() => render.current?.(), [])
useEffect(() => {
const stageNode = stage.current
const canvasNode = canvas.current
if (!stageNode || !canvasNode) return
const context = canvasNode.getContext("2d")
if (!context) return
const pointer: ScenePointer = {
x: 0,
y: 0,
lastX: 0,
lastY: 0,
down: false,
inside: false,
}
let state: State | null = null
let width = 0
let height = 0
let dpr = 1
let frame = 0
let loop = 0
let pending = 0
let visible = true
/** Rebuild the backing store and the scene state for the current size. */
const measure = () => {
// `offsetWidth`/`offsetHeight`, not `getBoundingClientRect()`: the rect is
// post-transform, so a scene sitting inside a scaled ancestor measured its
// own frame at the scaled size, sized the backing store to that, and then
// had CSS scale the result a second time — the scene ran at a fraction of
// the box it was drawn into. The catalogue's scaled-poster branch is the
// one place that happens, and it is reachable again the moment an
// animation is registered without a card composition. These two properties
// are the untransformed layout box; both are integers, which is what the
// rounding below already reduced the rect to.
const nextWidth = Math.max(1, stageNode.offsetWidth)
const nextHeight = Math.max(1, stageNode.offsetHeight)
const nextDpr = Math.min(2, window.devicePixelRatio || 1)
if (nextWidth === width && nextHeight === height && nextDpr === dpr && state) return
width = nextWidth
height = nextHeight
dpr = nextDpr
canvasNode.width = Math.round(width * dpr)
canvasNode.height = Math.round(height * dpr)
canvasNode.style.width = `${width}px`
canvasNode.style.height = `${height}px`
frame = 0
state = optionsRef.current.setup({ context, width, height, dpr })
}
const paint = () => {
if (!state) return
// Re-applied every frame: a scene is free to install its own transform
// for a cell or a sprite, and most do.
context.setTransform(dpr, 0, 0, dpr, 0, 0)
optionsRef.current.draw({ context, width, height, dpr, state, pointer, frame })
pointer.lastX = pointer.x
pointer.lastY = pointer.y
frame += 1
}
/** One frame on the next tick, coalescing however many were asked for. */
const paintOnce = () => {
if (pending) return
pending = requestAnimationFrame(() => {
pending = 0
measure()
paint()
})
}
render.current = paintOnce
const tick = () => {
loop = requestAnimationFrame(tick)
if (visible) paint()
}
const start = () => {
if (loop || reduced) return
loop = requestAnimationFrame(tick)
}
const stop = () => {
if (!loop) return
cancelAnimationFrame(loop)
loop = 0
}
const at = (event: PointerEvent) => {
const rect = stageNode.getBoundingClientRect()
// The rect is the right thing to subtract here — `clientX` is viewport
// space and so is the rect — but the difference comes back in *rendered*
// pixels, and a scene reads `pointer` in the scene pixels `measure()` set
// up from the untransformed box. Under a CSS scale those two disagree, so
// divide the transform back out. `rect.width / offsetWidth` is the scale
// actually in force, whatever produced it, and it is exactly 1 when there
// is none.
const scale = stageNode.offsetWidth > 0 ? rect.width / stageNode.offsetWidth : 1
pointer.x = (event.clientX - rect.left) / (scale || 1)
pointer.y = (event.clientY - rect.top) / (scale || 1)
// A frozen loop still owes the user feedback for a drag.
if (reduced) paintOnce()
}
const onEnter = (event: PointerEvent) => {
pointer.inside = true
at(event)
pointer.lastX = pointer.x
pointer.lastY = pointer.y
}
const onMove = (event: PointerEvent) => {
pointer.inside = true
at(event)
}
const onDown = (event: PointerEvent) => {
pointer.down = true
at(event)
// Capture keeps a drag alive past the edge of the stage, which is where
// a hard throw naturally ends up.
stageNode.setPointerCapture(event.pointerId)
}
const onUp = (event: PointerEvent) => {
pointer.down = false
at(event)
if (stageNode.hasPointerCapture(event.pointerId)) {
stageNode.releasePointerCapture(event.pointerId)
}
}
const onLeave = () => {
pointer.inside = false
pointer.down = false
if (reduced) paintOnce()
}
stageNode.addEventListener("pointerenter", onEnter)
stageNode.addEventListener("pointermove", onMove)
stageNode.addEventListener("pointerdown", onDown)
stageNode.addEventListener("pointerup", onUp)
stageNode.addEventListener("pointercancel", onUp)
stageNode.addEventListener("pointerleave", onLeave)
const resizes = new ResizeObserver(() => paintOnce())
resizes.observe(stageNode)
/*
* An animation nobody can see is heat. The observer both pauses the loop
* and, on the way back in, repaints immediately rather than waiting a frame.
*/
const views = new IntersectionObserver(
(entries) => {
visible = entries.some((entry) => entry.isIntersecting)
if (visible) {
start()
paintOnce()
} else {
stop()
}
},
{ rootMargin: "120px" },
)
views.observe(stageNode)
measure()
paint()
start()
return () => {
render.current = null
stop()
if (pending) cancelAnimationFrame(pending)
resizes.disconnect()
views.disconnect()
stageNode.removeEventListener("pointerenter", onEnter)
stageNode.removeEventListener("pointermove", onMove)
stageNode.removeEventListener("pointerdown", onDown)
stageNode.removeEventListener("pointerup", onUp)
stageNode.removeEventListener("pointercancel", onUp)
stageNode.removeEventListener("pointerleave", onLeave)
}
}, [reduced])
return { stageRef, canvasRef, requestRender }
}