{"version":3,"file":"PBgdlQcsk.qYD6akeU.mjs","names":["useRef","cx"],"sources":["https:/framerusercontent.com/modules/xixdJuMldwhQMNtywXug/FZV5S13uaPQ3OLv0dtfT/Claude2.js","https:/framerusercontent.com/modules/LNZue0rZ2HZgCgVF5c80/3YIx6VDMUjUKMnC5nx7R/PBgdlQcsk.js"],"sourcesContent":["import{jsx as _jsx}from\"react/jsx-runtime\";import{addPropertyControls,ControlType}from\"framer\";import{useRef,useEffect}from\"react\";/**\n * PixelWarp\n *\n * Mouse velocity smears pixels in the direction of travel.\n * When the mouse stops, the distortion decays cleanly back to zero.\n * The component height is locked to the uploaded image's aspect ratio.\n * Edge smears drift beyond the image boundary instead of being clipped.\n *\n * Install: Assets → Code → New File → paste → drag onto canvas.\n * Upload your image via the Image picker in the properties panel.\n */// Extra cells added on each side of the grid so smears can drift past the edge.\n// 6 cells * pixelSize(8) = 48px of bleed on each side — plenty of room.\nconst PAD=6;export default function PixelWarp({image,pixelSize,smearStrength,smearRadius,decaySpeed,style}){const wrapperRef=useRef(null);const canvasRef=useRef(null);const s=useRef({imgPx:null,imgEl:null,aspectRatio:0,W:0,H:0,cols:0,rows:0,dispX:new Float32Array(0),dispY:new Float32Array(0),mouse:null,vel:{x:0,y:0},animId:0,gridSz:pixelSize,strength:smearStrength,radius:smearRadius,decay:decaySpeed}).current;useEffect(()=>{s.strength=smearStrength;s.radius=smearRadius;s.decay=decaySpeed;if(s.gridSz!==pixelSize){s.gridSz=pixelSize;if(s.W>0)initFields(s);}},[pixelSize,smearStrength,smearRadius,decaySpeed]);useEffect(()=>{const canvas=canvasRef.current;const wrapper=wrapperRef.current;if(!canvas||!wrapper)return;cancelAnimationFrame(s.animId);const offscreen=document.createElement(\"canvas\");function measure(){const W=wrapper.offsetWidth||800;const H=s.aspectRatio>0?Math.round(W/s.aspectRatio):Math.round(W*(9/16));canvas.width=W;canvas.height=H;offscreen.width=W;offscreen.height=H;wrapper.style.height=`${H}px`;s.W=W;s.H=H;}function start(ctx){initFields(s);s.animId=requestAnimationFrame(function tick(){loop(ctx,s);s.animId=requestAnimationFrame(tick);});}function loadImage(){measure();const ctx=canvas.getContext(\"2d\");const octx=offscreen.getContext(\"2d\");if(!image){s.imgPx=null;s.imgEl=null;start(ctx);return;}const img=new Image;img.crossOrigin=\"anonymous\";img.src=image;img.onload=()=>{s.aspectRatio=img.naturalWidth/img.naturalHeight;measure();octx.clearRect(0,0,s.W,s.H);octx.drawImage(img,0,0,s.W,s.H);s.imgPx=new Uint8ClampedArray(octx.getImageData(0,0,s.W,s.H).data);s.imgEl=img;start(ctx);};img.onerror=()=>{s.imgPx=null;s.imgEl=null;start(ctx);};}const ro=new ResizeObserver(()=>{cancelAnimationFrame(s.animId);loadImage();});ro.observe(wrapper);loadImage();let lastPos=null;let lastTime=0;const onMove=e=>{const rect=canvas.getBoundingClientRect();const scaleX=s.W/rect.width;const scaleY=s.H/rect.height;const x=(e.clientX-rect.left)*scaleX;const y=(e.clientY-rect.top)*scaleY;const now=performance.now();if(lastPos&&lastTime){const dt=Math.max(1,now-lastTime);const rvx=(x-lastPos.x)/dt*16;const rvy=(y-lastPos.y)/dt*16;const smooth=.4;s.vel.x=s.vel.x*(1-smooth)+rvx*smooth;s.vel.y=s.vel.y*(1-smooth)+rvy*smooth;}lastPos={x,y};lastTime=now;s.mouse={x,y};};const onLeave=()=>{s.mouse=null;s.vel.x=0;s.vel.y=0;lastPos=null;lastTime=0;};canvas.addEventListener(\"mousemove\",onMove);canvas.addEventListener(\"mouseleave\",onLeave);return()=>{cancelAnimationFrame(s.animId);ro.disconnect();canvas.removeEventListener(\"mousemove\",onMove);canvas.removeEventListener(\"mouseleave\",onLeave);};},[image]);return /*#__PURE__*/_jsx(\"div\",{ref:wrapperRef,style:{position:\"relative\",width:\"100%\",overflow:\"hidden\",...style},children:/*#__PURE__*/_jsx(\"canvas\",{ref:canvasRef,style:{display:\"block\",width:\"100%\",height:\"100%\",cursor:\"none\"}})});}// ─── Simulation helpers ───────────────────────────────────────────────────────\nfunction initFields(s){// Grid is padded on all four sides so cells exist beyond the image boundary.\n// A cell at grid index (col, row) maps to canvas pixel:\n//   x = (col - PAD) * gridSz,  y = (row - PAD) * gridSz\ns.cols=Math.ceil(s.W/s.gridSz)+PAD*2;s.rows=Math.ceil(s.H/s.gridSz)+PAD*2;const n=s.cols*s.rows;s.dispX=new Float32Array(n);s.dispY=new Float32Array(n);}function loop(ctx,s){const{W,H,cols,rows,gridSz}=s;// ── 1. Inject velocity displacement ──────────────────────────────────────\nif(s.mouse){const speed=Math.sqrt(s.vel.x*s.vel.x+s.vel.y*s.vel.y);if(speed>.5){const mx=s.mouse.x;const my=s.mouse.y;const radius=s.radius;const strength=s.strength;for(let row=0;row<rows;row++){for(let col=0;col<cols;col++){// Canvas-space centre of this cell (can be negative or > W/H for pad cells)\nconst cx=(col-PAD)*gridSz+gridSz*.5;const cy=(row-PAD)*gridSz+gridSz*.5;const dx=cx-mx;const dy=cy-my;const dist=Math.sqrt(dx*dx+dy*dy);if(dist>=radius)continue;const t=1-dist/radius;const falloff=t*t*(3-2*t);const i=row*cols+col;s.dispX[i]+=s.vel.x*falloff*strength*.05;s.dispY[i]+=s.vel.y*falloff*strength*.05;}}}s.vel.x*=.75;s.vel.y*=.75;}// ── 2. Decay displacement ─────────────────────────────────────────────────\nconst decayMul=1-s.decay*.008;const n=cols*rows;for(let i=0;i<n;i++){s.dispX[i]*=decayMul;s.dispY[i]*=decayMul;if(Math.abs(s.dispX[i])<.05)s.dispX[i]=0;if(Math.abs(s.dispY[i])<.05)s.dispY[i]=0;}// ── 3. Render ─────────────────────────────────────────────────────────────\nctx.clearRect(0,0,W,H);if(!s.imgEl||!s.imgPx)return;// Pass 1 — clean full-res image\nctx.globalCompositeOperation=\"source-over\";ctx.drawImage(s.imgEl,0,0,W,H);// Collect displaced cells that are (at least partially) visible on canvas\nconst hasDist=new Uint8Array(n);let anyDisplaced=false;for(let row=0;row<rows;row++){for(let col=0;col<cols;col++){const i=row*cols+col;if(s.dispX[i]===0&&s.dispY[i]===0)continue;// Cell's canvas-space top-left corner\nconst px=(col-PAD)*gridSz;const py=(row-PAD)*gridSz;// Skip cells entirely outside the canvas\nif(px+gridSz<=0||px>=W||py+gridSz<=0||py>=H)continue;hasDist[i]=1;anyDisplaced=true;}}if(!anyDisplaced)return;// Pass 2 — punch holes where displaced cells will draw\nctx.globalCompositeOperation=\"destination-out\";ctx.fillStyle=\"rgba(0,0,0,1)\";for(let row=0;row<rows;row++){for(let col=0;col<cols;col++){if(!hasDist[row*cols+col])continue;const px=(col-PAD)*gridSz;const py=(row-PAD)*gridSz;ctx.fillRect(px,py,gridSz,gridSz);}}// Pass 3 — fill holes with warped pixel blocks.\n// Source samples are clamped to [0, W-1] / [0, H-1] so edge cells\n// \"stretch\" the border pixel outward — giving the smear-past-edge look.\nctx.globalCompositeOperation=\"source-over\";const ip=s.imgPx;for(let row=0;row<rows;row++){for(let col=0;col<cols;col++){const i=row*cols+col;if(!hasDist[i])continue;const cx=(col-PAD)*gridSz+gridSz*.5;const cy=(row-PAD)*gridSz+gridSz*.5;// Negate displacement: sample from behind the motion direction\nconst sx=Math.round(Math.min(W-1,Math.max(0,cx-s.dispX[i])));const sy=Math.round(Math.min(H-1,Math.max(0,cy-s.dispY[i])));const pi=(sy*W+sx)*4;const px=(col-PAD)*gridSz;const py=(row-PAD)*gridSz;ctx.fillStyle=`rgba(${ip[pi]},${ip[pi+1]},${ip[pi+2]},${ip[pi+3]/255})`;ctx.fillRect(px,py,gridSz,gridSz);}}}// ─── Property Controls ────────────────────────────────────────────────────────\nPixelWarp.defaultProps={image:\"\",pixelSize:8,smearStrength:12,smearRadius:120,decaySpeed:8};addPropertyControls(PixelWarp,{image:{type:ControlType.Image,title:\"Image\"},pixelSize:{type:ControlType.Number,title:\"Pixel Size\",defaultValue:8,min:2,max:32,step:1,displayStepper:true},smearStrength:{type:ControlType.Number,title:\"Smear Strength\",defaultValue:12,min:1,max:40,step:1,description:\"How far pixels get dragged by the mouse.\"},smearRadius:{type:ControlType.Number,title:\"Smear Radius (px)\",defaultValue:120,min:20,max:400,step:1,description:\"How wide the influence zone around the cursor is.\"},decaySpeed:{type:ControlType.Number,title:\"Decay Speed\",defaultValue:8,min:1,max:20,step:1,description:\"How quickly the warp fades when the mouse stops. 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