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- import { LAOA_DATA } from './laoa-data'
- // Adapted from OpenMausBot (3a84701), Apache-2.0. See THIRD_PARTY_NOTICES.md.
- /**
- * CursorAvatar — an animated mascot built on the "cursor" silhouette.
- *
- * Data and frame functions retained from OpenMausBot; the host below is framework-neutral.
- *
- * import CursorAvatar from './CursorAvatar'
- *
- * <CursorAvatar state="thinking" silhouette={MASCOT_BODIES.cursor} size={160} />
- *
- * The state drives everything — which expressions cycle, how often, and when it blinks.
- * Set `state` and it animates itself; see CURSOR_STATES for the full list.
- *
- * Props of note:
- * state one of CURSOR_STATES
- * expression pin a single face and stop the cycling
- * lookAround how much each expression glances around. 0 = always straight ahead
- * gaze / turn aim the eyes, or rotate the head around its implied sphere
- *
- * Made with Blob Studio.
- */
- import { MASCOT_BODIES } from "./mascot-bodies"
- import {
- EXPRESSIONS,
- EXPRESSION_COUNT,
- FACE_BOX,
- FACE_CENTRE,
- GAZE_TRAVEL,
- type Ring,
- } from "./cursor-face-data"
- export {
- EXPRESSIONS,
- EXPRESSION_COUNT,
- FACE_BOX,
- FACE_CENTRE,
- GAZE_TRAVEL,
- }
- export type { Ring }
- /* ------------------------------------------------------------------- shape */
- export interface CursorSilhouette {
- viewBox?: string
- /** Human-readable name, used for the accessible label. */
- name: string
- /** Transform mapping the artwork into the 228.541-unit face box. '' for none. */
- fit: string
- /** SVG markup for the body. The token {{GRADIENT}} is replaced with the instance gradient. */
- body: string
- /** SVG markup defining the clip region — the union of the silhouette's filled shapes. */
- clip: string
- /** Where the face sits inside the silhouette, in face-space units. */
- anchor: { x: number; y: number; scale: number }
- }
- // The generator solves this body's face placement once; `MASCOT_BODIES.cursor`
- // is the single source of truth desktop and iOS both build from. Its shape
- // carries one extra field (`id`) that `CursorSilhouette` does not, so it is
- // derived here rather than assigned directly.
- const { id: _cursorBodyId, ...cursorSilhouette } = MASCOT_BODIES.cursor;
- export const DEFAULT_SILHOUETTE: CursorSilhouette = cursorSilhouette;
- export const DEFAULT_GRADIENT: [string, string, string] = ["#9FE6B5","#3FAE6E","#1C7A4C"]
- const VIEW_BOX = `-15 -15 ${FACE_BOX + 30} ${FACE_BOX + 30}`
- const SPHERE_C = 114.2705
- const SPHERE_R = 105
- /* ------------------------------------------------------------------ motion */
- /**
- * How the body itself moves. The face engine on its own leaves the silhouette perfectly
- * still, which reads as dead for states literally named `bouncing` or `spawning`.
- *
- * All of this is shape-agnostic — it moves whatever silhouette it is given, so an uploaded
- * logo animates exactly like the built-in circle.
- *
- * bob vertical travel, [amplitude in face units, period ms]
- * sway rotation, [degrees, period ms]
- * pulse uniform scale, [fraction, period ms] — breathing
- * circle orbital drift, [radius, period ms]
- * jitter fast nervous shake, [amplitude, period ms]
- * tilt constant lean, degrees
- * squash 0..1, how much a bob squashes the body at the bottom of its arc
- * enter one-shot on entering the state, [starting scale, duration ms]
- * settle scale it eases to and holds, for exits like powering-down
- */
- export interface BodyMotion {
- bob?: [number, number]
- sway?: [number, number]
- pulse?: [number, number]
- circle?: [number, number]
- jitter?: [number, number]
- tilt?: number
- squash?: number
- enter?: [number, number]
- settle?: number
- }
- export const MOTION = {
- // Lifecycle — quiet, breathing, alive but not busy.
- sleeping: { pulse: [0.028, 4600], tilt: 2 },
- waking: { enter: [0.92, 700], pulse: [0.03, 2200] },
- idle: { pulse: [0.014, 3600] },
- listening: { bob: [2, 2600], pulse: [0.012, 2600] },
- thinking: { sway: [1.6, 3000], pulse: [0.01, 3000] },
- searching: { bob: [3, 1400], sway: [2.2, 1400] },
- working: { bob: [2.5, 900], squash: 0.22 },
- // Reactions — the loud half.
- excited: { bob: [9, 520], sway: [3, 1040], squash: 0.35 },
- surprised: { enter: [1.14, 340], jitter: [0.8, 120] },
- suspicious: { sway: [2.4, 2600], tilt: -3 },
- angry: { jitter: [1.3, 95], tilt: 2 },
- drowsy: { pulse: [0.026, 5000], tilt: 3 },
- happy: { bob: [5, 820], squash: 0.28 },
- curious: { sway: [3.4, 1900], tilt: -4 },
- confused: { sway: [3, 2200] },
- bored: { pulse: [0.016, 5200], tilt: 2 },
- proud: { bob: [1.6, 2400], pulse: [0.02, 2400] },
- shy: { pulse: [0.016, 3000], tilt: 4 },
- sad: { pulse: [0.02, 4600], tilt: 3 },
- laughing: { bob: [7, 430], squash: 0.4 },
- scared: { jitter: [2.2, 75] },
- playful: { bob: [6, 620], sway: [5, 1240], squash: 0.3 },
- celebrate: { bob: [10, 480], sway: [4, 960], squash: 0.35 },
- // Agent morphs — the mascot standing in for a process.
- orbit: { circle: [6, 3200] },
- radar: { sway: [6, 2400], pulse: [0.012, 2400] },
- progress: { pulse: [0.022, 1600] },
- // Product cycle.
- spawning: { enter: [0.02, 820], pulse: [0.014, 3600] },
- humming: { pulse: [0.016, 2800] },
- loading: { sway: [2.2, 1500], pulse: [0.012, 1500] },
- dictating: { bob: [2, 2000] },
- writing: { bob: [1.6, 1100] },
- sending: { bob: [3, 900] },
- receiving: { bob: [3, 900] },
- uploading: { bob: [3, 1000] },
- notifying: { bob: [4, 700], sway: [2.5, 700] },
- alerting: { jitter: [2.6, 85] },
- dragging: { tilt: -6, sway: [2, 900] },
- bouncing: { bob: [12, 560], squash: 0.45 },
- 'powering-down': { settle: 0.05, tilt: 4 },
- } satisfies Record<CursorState, BodyMotion>
- /** How long a `settle` takes to reach its resting scale. */
- const SETTLE_MS = 1400
- /* ----------------------------------------------------------------- effects */
- /**
- * Confetti, motion ribbons, and glyph morphs.
- *
- * All three are shape-agnostic: they orbit, burst around, or stand in for whatever
- * silhouette they are given, so an uploaded logo behaves exactly like the built-in circle.
- *
- * These layers are driven imperatively from the frame loop rather than through React
- * state. A celebrate burst is ~14 elements changing every frame, and a page showing all
- * states at once would otherwise re-render continuously.
- */
- const TAU = Math.PI * 2
- /** Deterministic per-particle randomness — same seed, same particle, every run. */
- const hash01 = (n: number) => {
- const x = Math.sin(n * 127.1 + 311.7) * 43758.5453
- return x - Math.floor(x)
- }
- const CONFETTI_COLORS = ['#F472B6', '#C084FC', '#818CF8', '#38BDF8', '#34D399', '#FACC15', '#FB7185']
- const RIBBON_COLORS = ['#4ADE80', '#34D399', '#22D3EE', '#60A5FA']
- export interface ConfettiSpec {
- /** How many pieces are in flight per burst. */
- count: number
- /** Milliseconds between bursts. */
- period: number
- /** How long one piece lives, ms. */
- life: number
- /** Radius the pieces launch from, so a burst clears the face instead of covering it. */
- origin: number
- /** How far pieces travel beyond that, in face units. */
- spread: number
- }
- export interface TrailSpec {
- /** How many ribbons orbit the body. */
- count: number
- /** Milliseconds for one full orbit. */
- period: number
- /** Orbit radius, in face units. */
- radius: number
- }
- export interface GlyphSpec {
- /** Markup drawn in place of the body. {{GRADIENT}} is replaced with the body paint. */
- markup: string
- /** Milliseconds between appearances. */
- period: number
- /** How long the glyph is held, ms. */
- hold: number
- }
- export interface StateEffects {
- confetti?: ConfettiSpec
- trails?: TrailSpec
- glyph?: GlyphSpec
- }
- interface EffectsByState extends Partial<Record<CursorState, StateEffects>> {}
- /**
- * The exclamation mark the mascot becomes when something needs attention — drawn as a
- * tapered bar and a dot so it reads as a character rather than a rectangle.
- */
- const GLYPH_BANG =
- '<path fill="{{GRADIENT}}" d="M99 58 Q99 43 114.3 43 Q129.6 43 129.6 58 L123 150 Q122 161 114.3 161 Q106.6 161 105.6 150 Z"/>' +
- '<circle fill="{{GRADIENT}}" cx="114.3" cy="188" r="15"/>'
- /** The question mark for genuine confusion. Stroked, so it stays light against the body. */
- const GLYPH_QUERY =
- '<path fill="none" stroke="{{GRADIENT}}" stroke-width="19" stroke-linecap="round" ' +
- 'd="M88 76 A27 27 0 1 1 114.3 112 L114.3 132"/>' +
- '<circle fill="{{GRADIENT}}" cx="114.3" cy="170" r="13"/>'
- export const EFFECTS: EffectsByState = {
- // Celebration — the loud burst.
- // Travel is deliberately bounded: the viewBox only carries 15 units of margin, so a
- // piece thrown much past ~130 from centre would be clipped mid-flight.
- celebrate: { confetti: { count: 16, period: 1500, life: 1300, origin: 74, spread: 54 } },
- excited: { confetti: { count: 9, period: 2000, life: 1100, origin: 72, spread: 44 } },
- laughing: { confetti: { count: 7, period: 2400, life: 1000, origin: 70, spread: 38 } },
- // Work in flight — ribbons circling the body.
- orbit: { trails: { count: 3, period: 2600, radius: 128 } },
- radar: { trails: { count: 2, period: 2000, radius: 132 } },
- progress: { trails: { count: 3, period: 1800, radius: 124 } },
- loading: { trails: { count: 2, period: 2200, radius: 126 } },
- uploading: { trails: { count: 2, period: 1700, radius: 122 } },
- sending: { trails: { count: 2, period: 1500, radius: 120 } },
- receiving: { trails: { count: 2, period: 1500, radius: 120 } },
- // The mascot standing aside to show a symbol.
- alerting: { glyph: { markup: GLYPH_BANG, period: 2600, hold: 1100 } },
- notifying: { glyph: { markup: GLYPH_BANG, period: 4200, hold: 900 } },
- confused: { glyph: { markup: GLYPH_QUERY, period: 5200, hold: 1200 } },
- }
- const SVG_NS = 'http://www.w3.org/2000/svg'
- /** Grows or shrinks a layer's pool of <path> children to exactly `count`. */
- function poolPaths(layer: SVGGElement, count: number): SVGPathElement[] {
- while (layer.childNodes.length > count) layer.removeChild(layer.lastChild!)
- while (layer.childNodes.length < count) {
- const path = document.createElementNS(SVG_NS, 'path')
- path.setAttribute('stroke-linecap', 'round')
- path.setAttribute('fill', 'none')
- layer.appendChild(path)
- }
- return Array.from(layer.querySelectorAll<SVGPathElement>(':scope > path'))
- }
- /** Confetti: short curved strokes thrown outward, arcing down as they fade. */
- function drawConfetti(
- layer: SVGGElement,
- spec: ConfettiSpec,
- elapsed: number,
- strength: number,
- cx: number,
- cy: number
- ) {
- const paths = poolPaths(layer, spec.count)
- for (let i = 0; i < spec.count; i++) {
- const path = paths[i]
- const seedA = hash01(i + 1)
- const seedB = hash01(i + 41)
- const seedC = hash01(i + 91)
- // Stagger the pieces across the burst window so they don't leave as one wall.
- const t = (((elapsed + seedC * spec.period) % spec.period) / spec.life) * 1
- if (t > 1) {
- path.setAttribute('opacity', '0')
- continue
- }
- const angle = seedA * TAU
- const travel = spec.spread * (0.45 + seedB * 0.55) * (1 - (1 - t) * (1 - t))
- const distance = (spec.origin + travel) * strength
- const gravity = 34 * strength * t * t
- const x = cx + Math.cos(angle) * distance
- const y = cy + Math.sin(angle) * distance + gravity
- const length = 11 + seedB * 12
- const spin = angle + (seedC - 0.5) * 5 * t
- const ex = x + Math.cos(spin) * length
- const ey = y + Math.sin(spin) * length
- // A slight bend reads as paper rather than a matchstick.
- const bend = (seedA - 0.5) * length * 0.7
- const mx = (x + ex) / 2 - Math.sin(spin) * bend
- const my = (y + ey) / 2 + Math.cos(spin) * bend
- path.setAttribute('d', `M${x.toFixed(1)} ${y.toFixed(1)} Q${mx.toFixed(1)} ${my.toFixed(1)} ${ex.toFixed(1)} ${ey.toFixed(1)}`)
- path.setAttribute('stroke', CONFETTI_COLORS[i % CONFETTI_COLORS.length])
- path.setAttribute('stroke-width', (4 + seedB * 2.4).toFixed(1))
- path.setAttribute('opacity', (t < 0.12 ? t / 0.12 : 1 - (t - 0.12) / 0.88).toFixed(3))
- }
- }
- /** Ribbons: arcs sweeping around the body on their own periods. */
- function drawTrails(
- layer: SVGGElement,
- spec: TrailSpec,
- elapsed: number,
- strength: number,
- cx: number,
- cy: number
- ) {
- const paths = poolPaths(layer, spec.count)
- const SAMPLES = 12
- for (let i = 0; i < spec.count; i++) {
- const path = paths[i]
- const seedA = hash01(i + 3)
- const seedB = hash01(i + 29)
- const direction = i % 2 === 0 ? 1 : -1
- const period = spec.period * (0.8 + seedA * 0.5)
- const radius = spec.radius * strength * (0.78 + seedB * 0.4)
- const start = direction * (elapsed / period) * TAU + seedA * TAU
- const span = 0.85 + seedB * 0.7
- let d = ''
- for (let s = 0; s <= SAMPLES; s++) {
- const k = s / SAMPLES
- const angle = start + span * k
- // Breathe the radius along the arc so the ribbon curls instead of tracing a circle.
- const r = radius * (1 + Math.sin(k * Math.PI) * 0.14)
- const x = cx + Math.cos(angle) * r
- const y = cy + Math.sin(angle) * r * 0.78
- d += (s === 0 ? 'M' : 'L') + x.toFixed(1) + ' ' + y.toFixed(1)
- }
- path.setAttribute('d', d)
- path.setAttribute('stroke', RIBBON_COLORS[i % RIBBON_COLORS.length])
- path.setAttribute('stroke-width', (5 + seedA * 3).toFixed(1))
- path.setAttribute('opacity', '0.85')
- }
- }
- /** How present the glyph is right now, 0..1, with eased edges. */
- function glyphAmount(spec: GlyphSpec, elapsed: number): number {
- const position = elapsed % spec.period
- const start = spec.period - spec.hold
- if (position < start) return 0
- const into = position - start
- const remaining = spec.hold - into
- const EASE = 200
- return Math.max(0, Math.min(1, Math.min(into, remaining) / EASE))
- }
- export interface EffectFrame {
- trails: SVGGElement | null
- confetti: SVGGElement | null
- glyph: SVGGElement | null
- bodyContent: SVGGElement | null
- state: CursorState
- elapsed: number
- strength: number
- paint: string
- showEffects: boolean
- showGlyphs: boolean
- }
- /** Called once per frame from the engine loop. */
- export function updateEffects(frame: EffectFrame) {
- const spec = EFFECTS[frame.state]
- const centre = FACE_BOX / 2
- const strength = frame.strength
- if (frame.trails) {
- if (spec?.trails && frame.showEffects && strength > 0) {
- drawTrails(frame.trails, spec.trails, frame.elapsed, strength, centre, centre)
- } else if (frame.trails.childNodes.length) {
- frame.trails.replaceChildren()
- }
- }
- if (frame.confetti) {
- if (spec?.confetti && frame.showEffects && strength > 0) {
- drawConfetti(frame.confetti, spec.confetti, frame.elapsed, strength, centre, centre)
- } else if (frame.confetti.childNodes.length) {
- frame.confetti.replaceChildren()
- }
- }
- if (frame.glyph && frame.bodyContent) {
- if (spec?.glyph && frame.showGlyphs) {
- const amount = glyphAmount(spec.glyph, frame.elapsed)
- const markup = spec.glyph.markup.replace(/\{\{GRADIENT\}\}/g, frame.paint)
- if (frame.glyph.getAttribute('data-glyph') !== markup) {
- frame.glyph.setAttribute('data-glyph', markup)
- frame.glyph.innerHTML = markup
- }
- frame.glyph.style.opacity = String(amount)
- // Scale up as it arrives, so the swap reads as a transformation.
- const scale = 0.72 + 0.28 * amount
- frame.glyph.setAttribute(
- 'transform',
- `translate(${centre} ${centre}) scale(${scale.toFixed(3)}) translate(${-centre} ${-centre})`
- )
- // The body steps aside rather than sitting behind the glyph.
- frame.bodyContent.style.opacity = String(1 - amount)
- } else {
- if (frame.glyph.getAttribute('data-glyph')) {
- frame.glyph.removeAttribute('data-glyph')
- frame.glyph.replaceChildren()
- }
- frame.glyph.style.opacity = '0'
- frame.bodyContent.style.opacity = '1'
- }
- }
- }
- /* ------------------------------------------------------------------ states */
- export type CursorState =
- | "sleeping"
- | "waking"
- | "idle"
- | "listening"
- | "thinking"
- | "searching"
- | "working"
- | "excited"
- | "surprised"
- | "suspicious"
- | "angry"
- | "drowsy"
- | "happy"
- | "curious"
- | "confused"
- | "bored"
- | "proud"
- | "shy"
- | "sad"
- | "laughing"
- | "scared"
- | "playful"
- | "celebrate"
- | "orbit"
- | "radar"
- | "progress"
- | "spawning"
- | "humming"
- | "loading"
- | "dictating"
- | "sending"
- | "receiving"
- | "uploading"
- | "writing"
- | "notifying"
- | "alerting"
- | "bouncing"
- | "dragging"
- | "powering-down"
- /**
- * Which expressions a state cycles through. The first is its resting face, chosen as the
- * pool's most forward-facing member so a mascot at rest looks at you rather than past you.
- */
- export const POOLS: Record<CursorState, number[]> = Object.fromEntries(Object.entries(LAOA_DATA.pools).map(([key,values]) => [key,[...values]])) as Record<CursorState, number[]>
- /** How long a state holds an expression before drifting to another, in ms. */
- const EXPR_CADENCE = {
- sleeping: [
- 6000,
- 10000
- ],
- waking: [
- 800,
- 800
- ],
- idle: [
- 9000,
- 16000
- ],
- listening: [
- 2800,
- 5000
- ],
- thinking: [
- 2000,
- 3600
- ],
- searching: [
- 1000,
- 1800
- ],
- working: [
- 1800,
- 3200
- ],
- excited: [
- 1100,
- 2000
- ],
- surprised: [
- 2500,
- 4000
- ],
- suspicious: [
- 2600,
- 4500
- ],
- angry: [
- 2200,
- 3800
- ],
- drowsy: [
- 4000,
- 8000
- ],
- happy: [
- 2500,
- 4500
- ],
- curious: [
- 1800,
- 3200
- ],
- confused: [
- 2200,
- 3800
- ],
- bored: [
- 3500,
- 6000
- ],
- proud: [
- 3500,
- 6000
- ],
- shy: [
- 3000,
- 5500
- ],
- sad: [
- 4000,
- 7000
- ],
- laughing: [
- 1200,
- 2400
- ],
- scared: [
- 900,
- 1800
- ],
- playful: [
- 1500,
- 3000
- ],
- celebrate: [
- 1400,
- 2600
- ],
- orbit: [
- 4000,
- 8000
- ],
- radar: [
- 4000,
- 8000
- ],
- progress: [
- 4000,
- 8000
- ],
- spawning: [
- 1200,
- 1200
- ],
- humming: [
- 5000,
- 9000
- ],
- loading: [
- 6000,
- 10000
- ],
- dictating: [
- 4000,
- 8000
- ],
- sending: [
- 4000,
- 8000
- ],
- receiving: [
- 4000,
- 8000
- ],
- uploading: [
- 4000,
- 8000
- ],
- writing: [
- 4000,
- 8000
- ],
- notifying: [
- 1500,
- 2600
- ],
- alerting: [
- 2000,
- 3600
- ],
- bouncing: [
- 3000,
- 6000
- ],
- dragging: [
- 1600,
- 3000
- ],
- "powering-down": [
- 6000,
- 9000
- ]
- } satisfies Record<CursorState, [number, number]>
- /** Blink cadence in ms, or null for states that never blink. */
- const BLINK = {
- sleeping: null,
- waking: null,
- idle: [
- 6000,
- 14000
- ],
- listening: [
- 3000,
- 7000
- ],
- thinking: [
- 3500,
- 7000
- ],
- searching: [
- 1600,
- 4000
- ],
- working: [
- 2800,
- 5500
- ],
- excited: [
- 2000,
- 4000
- ],
- surprised: [
- 1800,
- 3500
- ],
- suspicious: [
- 4500,
- 8000
- ],
- angry: [
- 3500,
- 7000
- ],
- drowsy: null,
- happy: [
- 2500,
- 5000
- ],
- curious: [
- 2500,
- 5500
- ],
- confused: [
- 2800,
- 5500
- ],
- bored: [
- 4000,
- 8000
- ],
- proud: [
- 3500,
- 7000
- ],
- shy: [
- 3000,
- 6000
- ],
- sad: [
- 4000,
- 8000
- ],
- laughing: [
- 2500,
- 5000
- ],
- scared: [
- 1200,
- 3000
- ],
- playful: [
- 2000,
- 4500
- ],
- celebrate: [
- 2200,
- 4500
- ],
- orbit: null,
- radar: null,
- progress: null,
- spawning: null,
- humming: [
- 4000,
- 8000
- ],
- loading: null,
- dictating: null,
- sending: null,
- receiving: null,
- uploading: null,
- writing: null,
- notifying: [
- 2000,
- 4000
- ],
- alerting: null,
- bouncing: null,
- dragging: [
- 2200,
- 4500
- ],
- "powering-down": null
- } satisfies Record<CursorState, [number, number] | null>
- /** Grouping, for pickers and docs. */
- export const STATE_GROUPS = {
- "Cycle de vie": [
- "sleeping",
- "waking",
- "idle",
- "listening",
- "thinking",
- "searching",
- "working"
- ],
- "Réactions": [
- "excited",
- "surprised",
- "suspicious",
- "angry",
- "drowsy",
- "happy",
- "curious",
- "confused",
- "bored",
- "proud",
- "shy",
- "sad",
- "laughing",
- "scared",
- "playful",
- "celebrate"
- ],
- "Morphes agent": [
- "orbit",
- "radar",
- "progress"
- ],
- "Cycle produit": [
- "spawning",
- "humming",
- "loading",
- "dictating",
- "writing",
- "sending",
- "receiving",
- "uploading",
- "notifying",
- "alerting",
- "dragging",
- "bouncing",
- "powering-down"
- ]
- } satisfies Record<string, CursorState[]>
- const isCursorState = (state: string): state is CursorState => state in POOLS
- export const CURSOR_STATES = Object.keys(POOLS).filter(isCursorState)
- /* ------------------------------------------------------------------- maths */
- const clamp = (v: number, min: number, max: number) => Math.max(min, Math.min(max, v))
- const noTimestamp = (): number | null => null
- const toPath = (ring: Ring) =>
- 'M' + ring.map(p => p[0].toFixed(2) + ' ' + p[1].toFixed(2)).join('L') + 'Z'
- const clone = (rings: Ring[]): Ring[] =>
- rings.map(r => r.map((p): [number, number] => [p[0], p[1]]))
- /** Ring centroid for eye projection. */
- const ringCentre = (ring: Ring): [number, number] => {
- let x = 0
- let y = 0
- for (const p of ring) {
- x += p[0]
- y += p[1]
- }
- return [x / ring.length, y / ring.length]
- }
- /** Face-space transform placing the face inside a silhouette. */
- export const anchorTransform = (a: { x: number; y: number; scale: number }) =>
- `translate(${a.x} ${a.y}) scale(${a.scale}) translate(${-FACE_CENTRE[0]} ${-FACE_CENTRE[1]})`
- /** Overshooting ease, so a pop-in lands with a little life instead of stopping dead. */
- const easeOutBack = (t: number) => {
- const c = 1.7
- const u = t - 1
- return 1 + (c + 1) * u * u * u + c * u * u
- }
- const easeInOut = (t: number) => (t < 0.5 ? 2 * t * t : 1 - 2 * (1 - t) * (1 - t))
- /**
- * Builds the body's transform for this frame.
- *
- * `elapsed` is time since the state was entered, which is what one-shot entrances need;
- * loops read it too so every mascot on a page doesn't pulse in lockstep.
- */
- export function bodyTransform(motion: BodyMotion, elapsed: number, strength: number): string {
- if (strength <= 0) return ''
- const centre = FACE_BOX / 2
- const ground = FACE_BOX
- const wave = (period: number, phase = 0) => Math.sin((elapsed / period) * Math.PI * 2 + phase)
- let dx = 0
- let dy = 0
- let rotation = motion.tilt ? motion.tilt * strength : 0
- let scale = 1
- let sx = 1
- let sy = 1
- if (motion.bob) {
- const [amplitude, period] = motion.bob
- const p = wave(period)
- dy -= amplitude * strength * p
- if (motion.squash) {
- // Squash at the bottom of the arc, stretch at the top. Volume roughly conserved.
- const amount = motion.squash * strength * Math.max(0, -p)
- sy = 1 - amount * 0.5
- sx = 1 + amount * 0.5
- }
- }
- if (motion.circle) {
- const [radius, period] = motion.circle
- dx += radius * strength * wave(period)
- dy += radius * strength * wave(period, Math.PI / 2)
- }
- if (motion.sway) {
- const [degrees, period] = motion.sway
- rotation += degrees * strength * wave(period)
- }
- if (motion.pulse) {
- const [fraction, period] = motion.pulse
- scale *= 1 + fraction * strength * wave(period)
- }
- if (motion.jitter) {
- const [amplitude, period] = motion.jitter
- // Two incommensurate waves read as nervous rather than metronomic.
- dx += amplitude * strength * wave(period)
- dy += amplitude * strength * wave(period * 0.63, 1.1)
- }
- if (motion.enter) {
- const [from, duration] = motion.enter
- const t = elapsed / duration
- scale *= t >= 1 ? 1 : from + (1 - from) * easeOutBack(Math.max(t, 0))
- }
- if (motion.settle !== undefined) {
- const t = Math.min(Math.max(elapsed / SETTLE_MS, 0), 1)
- scale *= 1 + (motion.settle - 1) * easeInOut(t) * strength
- }
- const parts: string[] = []
- if (dx || dy) parts.push(`translate(${dx.toFixed(2)} ${dy.toFixed(2)})`)
- if (rotation) parts.push(`rotate(${rotation.toFixed(2)} ${centre} ${centre})`)
- if (scale !== 1) {
- parts.push(`translate(${centre} ${centre}) scale(${scale.toFixed(4)}) translate(${-centre} ${-centre})`)
- }
- if (sx !== 1 || sy !== 1) {
- // Squash pivots on the ground, not the middle — otherwise it floats instead of landing.
- parts.push(`translate(${centre} ${ground}) scale(${sx.toFixed(4)} ${sy.toFixed(4)}) translate(${-centre} ${-ground})`)
- }
- return parts.join(' ')
- }
- /* --------------------------------------------------------------- component */
- export interface CursorOptions {
- state: CursorState
- paused: boolean
- color: string
- silhouette: CursorSilhouette
- gaze?: { x?: number; y?: number }
- expression?: number
- fixedTime?: number
- }
- type Engine = ReturnType<typeof newEngine>
- function newEngine() {
- return { current: clone(EXPRESSIONS[0]), target: EXPRESSIONS[0], expression: 0, morph: 1, velocity: 0, blinkStart: noTimestamp(), spinStart: noTimestamp(), spinDuration: 900, last: 0, stateStart: 0, lastState: 'idle' as CursorState, lastBodyTransform: '',
- props: {state: 'idle' as CursorState, expression: undefined as number | undefined, gaze: undefined as {x?:number;y?:number}|undefined, turn:0, spring:7, eyeScale:1, paused:true, motionStrength:0, effects:true, glyphs:true} }
- }
- let nextId = 0
- export function mountCursorAvatar(svg: SVGSVGElement, initial: CursorOptions) {
- const uid = `maus-${++nextId}`
- const engine = { current: newEngine() }
- const paintRef = { current: initial.color }
- const node = <T extends Element>(id: string) => ({ current: svg.querySelector<T>(`[data-part="${id}"]`)! })
- svg.setAttribute('viewBox', VIEW_BOX)
- svg.innerHTML = `<defs><clipPath id="${uid}-clip" data-part="clip" /></defs><g data-part="trails"/><g data-part="bodyGroup"><g data-part="bodyContent"><g data-part="outline"/><g clip-path="url(#${uid}-clip)"><g data-part="face"><path data-part="eye0" fill="white"/><path data-part="eye1" fill="white"/></g></g></g><g data-part="glyph" opacity="0"/></g><g data-part="confetti"/>`
- const eye0=node<SVGPathElement>('eye0'), eye1=node<SVGPathElement>('eye1')
- const bodyGroup=node<SVGGElement>('bodyGroup'), bodyContent=node<SVGGElement>('bodyContent'), trailLayer=node<SVGGElement>('trails'), confettiLayer=node<SVGGElement>('confetti'), glyphLayer=node<SVGGElement>('glyph')
- const selectExpression = (index:number, immediate = false) => {
- const e=engine.current, i=((index % EXPRESSION_COUNT)+EXPRESSION_COUNT)%EXPRESSION_COUNT
- if (i === e.expression && e.morph >= 1 && !immediate) return
- e.current=displayed(e)
- e.target=EXPRESSIONS[i];e.expression=i;e.morph=immediate?1:0;e.velocity=0
- }
- const draw = (e: Engine, now: number, spinTurn: number) => {
- const p = e.props
- const rings = displayed(e)
- const gx = clamp(p.gaze?.x ?? 0, -1, 1) * GAZE_TRAVEL.x
- const gy = clamp(p.gaze?.y ?? 0, -1, 1) * GAZE_TRAVEL.y
- const radians = (((p.turn ?? 0) + spinTurn) * Math.PI) / 180
- const base = p.eyeScale ?? 1
- const blink = blinkScale(e, now)
- rings.forEach((ring, index) => {
- const el = index === 0 ? eye0.current : eye1.current
- if (!el) return
- const c = ringCentre(ring)
- const baseLongitude = Math.asin(clamp((c[0] - SPHERE_C) / SPHERE_R, -1, 1))
- const longitude = baseLongitude + radians
- const depth = Math.cos(longitude)
- const perspective = Math.max(depth, 0.02) / Math.max(Math.cos(baseLongitude), 0.02)
- el.setAttribute('d', toPath(ring))
- el.setAttribute(
- 'transform',
- `translate(${(SPHERE_C + SPHERE_R * Math.sin(longitude) + gx).toFixed(2)} ${(
- c[1] + gy
- ).toFixed(2)}) scale(${clamp(perspective * base, 0.02, 2.4).toFixed(4)} ${clamp(
- blink * base,
- 0.02,
- 2.4
- ).toFixed(4)}) translate(${(-c[0]).toFixed(2)} ${(-c[1]).toFixed(2)})`
- )
- el.style.opacity = depth > 0.02 ? '1' : '0'
- })
- // The body. One-shot entrances need time since the state began, so track that here
- // rather than in an effect — the loop already has the clock.
- const bodyEl = bodyGroup.current
- if (bodyEl) {
- if (p.state !== e.lastState) {
- e.lastState = p.state
- e.stateStart = now
- }
- const transform = bodyTransform(
- MOTION[p.state] ?? {},
- now - e.stateStart,
- p.motionStrength ?? 1
- )
- if (transform !== e.lastBodyTransform) {
- e.lastBodyTransform = transform
- if (transform) bodyEl.setAttribute('transform', transform)
- else bodyEl.removeAttribute('transform')
- }
- }
- updateEffects({
- trails: trailLayer.current,
- confetti: confettiLayer.current,
- glyph: glyphLayer.current,
- bodyContent: bodyContent.current,
- state: p.state,
- elapsed: now - e.stateStart,
- strength: p.motionStrength ?? 1,
- paint: paintRef.current,
- showEffects: p.effects !== false,
- showGlyphs: p.glyphs !== false,
- })
- }
- let options=initial, frame=0, blinkTimer: ReturnType<typeof setTimeout>|undefined, expressionTimer:ReturnType<typeof setTimeout>|undefined, disposed=false
- function stop() { cancelAnimationFrame(frame);frame=0;clearTimeout(blinkTimer);clearTimeout(expressionTimer) }
- function armBlink() {
- const range=BLINK[options.state]
- if(options.paused||options.fixedTime!==undefined||!range)return
- blinkTimer=setTimeout(()=>{engine.current.blinkStart=performance.now();armBlink()},range[0]+Math.random()*(range[1]-range[0]))
- }
- function armExpression() {
- if(options.paused||options.fixedTime!==undefined||options.expression!==undefined)return
- const [lo,hi]=EXPR_CADENCE[options.state]
- expressionTimer=setTimeout(()=>{const pool=POOLS[options.state].filter(i=>i!==engine.current.expression);selectExpression(pool.length?pool[Math.floor(Math.random()*pool.length)]:POOLS[options.state][0]);armExpression()},lo+Math.random()*(hi-lo))
- }
- function step(now:number) {
- frame=0
- if(disposed||options.paused||options.fixedTime!==undefined)return
- const e=engine.current, dt=Math.min((now-e.last)/1000,.1);e.last=now
- e.velocity+=(-14*e.velocity-49*(e.morph-1))*dt;e.morph+=e.velocity*dt
- if(!Number.isFinite(e.morph)){e.morph=1;e.velocity=0}
- draw(e,now,0);frame=requestAnimationFrame(step)
- }
- let lastBody = '', lastClip = ''
- function update(next:CursorOptions) {
- const changed=options.state!==next.state||options.expression!==next.expression
- const resume=options.paused!==next.paused||options.fixedTime!==next.fixedTime
- options=next
- svg.setAttribute('viewBox', next.silhouette.viewBox ?? VIEW_BOX)
- const e=engine.current, now=performance.now();paintRef.current=next.color
- e.props={...e.props,state:next.state,expression:next.expression,gaze:next.gaze,paused:next.paused,motionStrength:next.paused?0:1}
- const outline=node<SVGGElement>('outline').current, clip=node<SVGClipPathElement>('clip').current, face=node<SVGGElement>('face').current
- const body=next.silhouette.body.replace(/\{\{GRADIENT\}\}/g,next.color)
- if(lastBody!==body){outline.innerHTML=body;lastBody=body}
- if(lastClip!==next.silhouette.clip){clip.innerHTML=next.silhouette.clip;lastClip=next.silhouette.clip}
- outline.setAttribute('transform',next.silhouette.fit||'');clip.setAttribute('transform',next.silhouette.fit||'');face.setAttribute('transform',anchorTransform(next.silhouette.anchor))
- if(changed||next.paused||e.last===0)selectExpression(next.expression??POOLS[next.state][0],next.paused||e.last===0)
- if(changed||e.last===0){e.stateStart=now;e.lastState=next.state}
- e.last=now
- if(changed||resume||!frame){stop();armBlink();armExpression()}
- draw(e,next.paused ? e.stateStart+(next.fixedTime??0) : next.fixedTime===undefined?now:e.stateStart+next.fixedTime,0)
- if(!next.paused&&next.fixedTime===undefined&&!frame)frame=requestAnimationFrame(step)
- }
- update(initial)
- return {update,dispose(){disposed=true;stop();svg.replaceChildren()}}
- }
- function displayed(e: { current: Ring[]; target: Ring[]; morph: number }): Ring[] {
- const m = clamp(e.morph, 0, 1)
- return e.current.map((ring, eye) =>
- ring.map((p, i): [number, number] => [
- p[0] + (e.target[eye][i][0] - p[0]) * m,
- p[1] + (e.target[eye][i][1] - p[1]) * m,
- ])
- )
- }
- function blinkScale(e: { blinkStart: number | null }, now: number) {
- if (e.blinkStart === null) return 1
- const t = (now - e.blinkStart) / 320
- if (t >= 1) {
- e.blinkStart = null
- return 1
- }
- // Fast close, slower open.
- return Math.max(t < 0.42 ? 1 - t / 0.42 : (t - 0.42) / 0.58, 0.04)
- }
|