// Keep up to date with the initial `--nav-font-size` in base.scss const NAV_BUTTON_INITIAL_FONT_SIZE = 28; // Local "lift" bump under each hovered/active button (gravitational attractor that pulls the surface up) const BUMP_RAISE_MILLISECONDS = 120; const BUMP_WIDTH = 100; // Propagating wave pulse emitted when a lifted button drops back down (the splash from removing your finger from the water) const WAVE_SPEED_PX_PER_SECOND = 1000; const WAVE_PACKET_SIGMA = 200; const WAVE_WAVELENGTH = 300; const WAVE_AMPLITUDE = 10; const WAVE_ATTENUATION_LENGTH = 500; const WAVE_RAMP_UP_MILLISECONDS = 80; const WAVE_PRUNE_AMPLITUDE = 0.15; const WAVE_SAMPLE_SPACING = 6; // Wider-than-the-bump zone around each lifted button where a passing wave's contribution to the surface is locally damped, so the bump doesn't tilt or jiggle when waves pass through it const WAVE_SUPPRESSION_HALF_WIDTH = 200; let /** @type {NodeList | undefined} **/ navButtons; let /** @type {Element | undefined} **/ rippleSvg; let /** @type {Element | undefined} **/ rippleMaskPath; let /** @type {Element | undefined} **/ rippleLinePath; let /** @type {Element | undefined} **/ rippleTaperLeft; let /** @type {Element | undefined} **/ rippleTaperRight; let /** @type {number | undefined} **/ baselineFromTop; let /** @type {number | undefined} **/ taperHalfWidth; let /** @type {{ element: HTMLElement, goingUp: boolean, animationStartTime: number, animationEndTime: number }[]} **/ ripples; let /** @type {number} **/ activeRippleIndex; let /** @type {{ originX: number, startTime: number }[]} **/ wavePulses = []; // Metrics derived from computed styles, cached here and refreshed only on resize (they shift across media-query breakpoints) rather than re-read every frame let /** @type {number} **/ rippleStrokeWidth; let /** @type {number} **/ mediaQueryScaleFactor; // The in-flight animation frame, if any; used to guarantee a single render loop no matter how many pointer events arrive let /** @type {number | undefined} **/ animationFrameId; // Set by the resize handler, consumed by the next animation frame let /** @type {boolean} **/ pendingResize = false; window.addEventListener("DOMContentLoaded", initializeRipples); function initializeRipples() { // Defer resize work to the next animation frame so rapid resize events coalesce into a single metrics refresh and redraw window.addEventListener("resize", () => { pendingResize = true; requestAnimate(); }); navButtons = document.querySelectorAll("header nav a"); rippleSvg = document.querySelector("header .ripple") || undefined; rippleMaskPath = rippleSvg?.querySelector(".ripple-mask") || undefined; rippleLinePath = rippleSvg?.querySelector(".ripple-line") || undefined; rippleTaperLeft = rippleSvg?.querySelector(".ripple-taper-left") || undefined; rippleTaperRight = rippleSvg?.querySelector(".ripple-taper-right") || undefined; refreshMetrics(); ripples = Array.from(navButtons) .filter((x) => x instanceof HTMLElement) .map((button) => ({ element: button, goingUp: false, animationStartTime: 0, animationEndTime: 0, })); activeRippleIndex = ripples.findIndex((ripple) => { let link = ripple.element.getAttribute("href"); if (!link) return false; if (!link.endsWith("/")) link += "/"; let location = window.location.pathname; if (!location.endsWith("/")) location += "/"; // Special case for the root, which will otherwise match as the starting prefix of all pages if (link === "/" && location === "/") return true; if (link === "/") return false; return location.startsWith(link); }); ripples.forEach((ripple, index) => { // The active page's button is permanently lifted and inert, so it gets no hover listeners if (index === activeRippleIndex) return; const updateTimings = (/** @type {boolean} **/ goingUp) => { const start = ripple.animationStartTime; const now = Date.now(); const stop = ripple.animationStartTime + BUMP_RAISE_MILLISECONDS; const elapsed = now - start; const remaining = stop - now; ripple.goingUp = goingUp; // Encode the potential reversing of direction via the animation start and end times ripple.animationStartTime = now < stop ? now - remaining : now; ripple.animationEndTime = now < stop ? now + elapsed : now + BUMP_RAISE_MILLISECONDS; // Only the drop emits a ripple, like releasing a finger from the water surface; the lift only deforms it locally if (!goingUp) emitWavePulse(ripple); requestAnimate(); }; ripple.element.addEventListener("pointerenter", () => updateTimings(true)); ripple.element.addEventListener("pointerleave", () => updateTimings(false)); }); if (activeRippleIndex >= 0) { // Initialize the active button lifted; the very old times (1ms after epoch) make the math treat its lift as already complete const active = ripples[activeRippleIndex]; active.goingUp = true; active.animationStartTime = 1; active.animationEndTime = 1 + BUMP_RAISE_MILLISECONDS; } setRipples(); // Web fonts can load after this initial layout and reflow the nav buttons, leaving the active page's static bump offset; redraw once they're ready document.fonts?.ready.then(setRipples); } function emitWavePulse(/** @type {{ element: HTMLElement }} **/ ripple) { if (!rippleSvg) return; const buttonRect = ripple.element.getBoundingClientRect(); const svgRect = rippleSvg.getBoundingClientRect(); const originX = buttonRect.left - svgRect.left + buttonRect.width / 2; wavePulses.push({ originX, startTime: Date.now(), }); } function refreshMetrics() { if (!rippleSvg || !navButtons || !(navButtons[0] instanceof HTMLElement)) return; const svgStyle = window.getComputedStyle(rippleSvg); baselineFromTop = Number.parseInt(svgStyle.getPropertyValue("--ripple-baseline-from-top"), 10) || undefined; taperHalfWidth = Number.parseInt(svgStyle.getPropertyValue("--ripple-taper-half-width"), 10) || undefined; rippleStrokeWidth = Number.parseInt(svgStyle.getPropertyValue("--border-thickness"), 10); const navButtonFontSize = Number.parseInt(window.getComputedStyle(navButtons[0]).fontSize, 10) || NAV_BUTTON_INITIAL_FONT_SIZE; mediaQueryScaleFactor = navButtonFontSize / NAV_BUTTON_INITIAL_FONT_SIZE; } // Schedule the render loop, but only if it isn't already running, so a burst of pointer events can't stack up redundant concurrent loops function requestAnimate() { if (animationFrameId !== undefined) return; animationFrameId = window.requestAnimationFrame(animationTick); } function animationTick() { animationFrameId = undefined; // A resize since the last frame may have changed the cached metrics; refresh them here (once) rather than on every resize event if (pendingResize) refreshMetrics(); const now = Date.now(); // Drop pulses whose amplitude has decayed below the visible threshold wavePulses = wavePulses.filter((pulse) => { const traveled = (WAVE_SPEED_PX_PER_SECOND * mediaQueryScaleFactor * (now - pulse.startTime)) / 1000; return Math.exp(-traveled / (WAVE_ATTENUATION_LENGTH * mediaQueryScaleFactor)) > WAVE_PRUNE_AMPLITUDE / WAVE_AMPLITUDE; }); const FUZZ_MILLISECONDS = 100; const bumpsAnimating = ripples.some((ripple) => ripple.animationStartTime > 0 && ripple.animationEndTime > 0 && now <= ripple.animationEndTime + FUZZ_MILLISECONDS); const wavesActive = wavePulses.length > 0; // Keep looping while anything is animating; a lone pending resize just needs the single redraw below if (bumpsAnimating || wavesActive || pendingResize) { pendingResize = false; setRipples(); if (bumpsAnimating || wavesActive) requestAnimate(); } } function setRipples() { const ease = (/** @type {number} **/ x) => 1 - (1 - x) * (1 - x); const clamp01 = (/** @type {number} **/ x) => Math.min(Math.max(x, 0), 1); if (!rippleSvg || !rippleMaskPath || !rippleLinePath) return; if (!rippleTaperLeft || !rippleTaperRight) return; if (!navButtons || !baselineFromTop || !taperHalfWidth) return; if (!(navButtons[0] instanceof HTMLElement)) return; const now = Date.now(); const rippleSvgRect = rippleSvg.getBoundingClientRect(); // Baseline centerline: --ripple-baseline-from-top marks where the bottom edge of the baseline stroke sits, so the centerline is half a stroke above const baselineY = baselineFromTop - rippleStrokeWidth / 2; const toplineY = rippleStrokeWidth / 2; const maxBumpHeight = baselineY - toplineY; // Snapshot per-button lift state for this frame: a "gravity" bump that pulls the surface up linearly const bumpHalfWidth = (BUMP_WIDTH / 2) * mediaQueryScaleFactor; const suppressionHalfWidth = WAVE_SUPPRESSION_HALF_WIDTH * mediaQueryScaleFactor; const bumps = ripples .map((ripple) => { if (ripple.animationStartTime === 0 && ripple.animationEndTime === 0) return null; const elapsed = now - ripple.animationStartTime; const duration = ripple.animationEndTime - ripple.animationStartTime; const t = ease(clamp01(elapsed / duration)); const liftFraction = clamp01(ripple.goingUp ? t : 1 - t); if (liftFraction <= 0) return null; const buttonRect = ripple.element.getBoundingClientRect(); const centerX = buttonRect.left - rippleSvgRect.left + buttonRect.width / 2; return { centerX, height: maxBumpHeight * liftFraction * mediaQueryScaleFactor, halfWidth: bumpHalfWidth, liftFraction, suppressionHalfWidth }; }) .filter((bump) => bump !== null); // Snapshot per-pulse propagation state for this frame const pulses = wavePulses.map((pulse) => { const ageMs = now - pulse.startTime; const ageSeconds = ageMs / 1000; // Speed and attenuation distance scale with the UI so the wave looks identical (just smaller) when media queries shrink the navbar const traveled = WAVE_SPEED_PX_PER_SECOND * mediaQueryScaleFactor * ageSeconds; const rampFactor = clamp01(ageMs / WAVE_RAMP_UP_MILLISECONDS); const distanceAttenuation = Math.exp(-traveled / (WAVE_ATTENUATION_LENGTH * mediaQueryScaleFactor)); const sigma = WAVE_PACKET_SIGMA * mediaQueryScaleFactor; const wavelength = WAVE_WAVELENGTH * mediaQueryScaleFactor; const amplitude = WAVE_AMPLITUDE * mediaQueryScaleFactor * rampFactor * distanceAttenuation; return { originX: pulse.originX, traveled, sigma, wavelength, amplitude }; }); // Sample the surface: the lift bump adds directly while the wave is damped within a vicinity around each lifted button to avoid jiggling the bump const sampleSpacing = WAVE_SAMPLE_SPACING * mediaQueryScaleFactor; const numSamples = Math.max(2, Math.ceil(rippleSvgRect.width / sampleSpacing) + 1); const samples = new Array(numSamples); for (let i = 0; i < numSamples; i++) { const x = (i / (numSamples - 1)) * rippleSvgRect.width; // The local lift bump adds directly to the surface height, while each lifted button damps passing waves within a wider zone (scaled by how lifted it is) so its bump doesn't jiggle let liftHeight = 0; let waveSuppression = 0; for (let j = 0; j < bumps.length; j++) { const bump = bumps[j]; const dist = x - bump.centerX; if (Math.abs(dist) < bump.halfWidth) { liftHeight += bump.height * Math.cos((Math.PI * dist) / (2 * bump.halfWidth)) ** 2; } if (Math.abs(dist) < bump.suppressionHalfWidth) { waveSuppression += bump.liftFraction * Math.cos((Math.PI * dist) / (2 * bump.suppressionHalfWidth)) ** 2; } } waveSuppression = Math.min(1, waveSuppression); // Each pulse contributes two d'Alembert halves moving in opposite directions let waveHeight = 0; for (let j = 0; j < pulses.length; j++) { const pulse = pulses[j]; waveHeight += halfPulseContribution(x, pulse.originX - pulse.traveled, pulse); waveHeight += halfPulseContribution(x, pulse.originX + pulse.traveled, pulse); } const displacement = liftHeight + waveHeight * (1 - waveSuppression); samples[i] = { x, y: baselineY - displacement }; } const waveCurve = buildSmoothCurve(samples); const cornerY = baselineY - 16; const leftCornerX = -16; const rightCornerX = rippleSvgRect.width + 16; const last = samples[samples.length - 1]; // Mask: closed region above the wave that hides navbar content under the SVG. Includes off-screen corners for a clean fill closure. const maskPath = `M ${leftCornerX},${cornerY} L ${samples[0].x.toFixed(2)},${samples[0].y.toFixed(2)} ${waveCurve} L ${rightCornerX},${last.y.toFixed(2)} L ${rightCornerX},${cornerY}`; rippleMaskPath.setAttribute("d", maskPath); // Visible wave line: just the curve, no off-screen extensions, so its stroke never appears outside the SVG bounds const linePath = `M ${samples[0].x.toFixed(2)},${samples[0].y.toFixed(2)} ${waveCurve}`; rippleLinePath.setAttribute("d", linePath); // Tapered end caps: apex sits at the baseline's bottom edge so the bottom stays flat while the top slopes down to meet it, matching the original CSS-border triangles const halfStroke = rippleStrokeWidth / 2; const apexY = baselineY + halfStroke; const leftApexX = -taperHalfWidth; const rightApexX = rippleSvgRect.width + taperHalfWidth; const wideRightX = rippleSvgRect.width.toFixed(2); const leftPoints = `${leftApexX},${apexY} 0,${(samples[0].y - halfStroke).toFixed(2)} 0,${(samples[0].y + halfStroke).toFixed(2)}`; const rightPoints = `${rightApexX},${apexY} ${wideRightX},${(last.y - halfStroke).toFixed(2)} ${wideRightX},${(last.y + halfStroke).toFixed(2)}`; rippleTaperLeft.setAttribute("points", leftPoints); rippleTaperRight.setAttribute("points", rightPoints); } // One d'Alembert half-pulse's contribution to the surface height at position `x`, as a Gaussian-windowed cosine wave packet function halfPulseContribution(/** @type {number} **/ x, /** @type {number} **/ center, /** @type {{ sigma: number, wavelength: number, amplitude: number }} **/ pulse) { const dist = x - center; const distNorm = dist / pulse.sigma; // The Gaussian envelope is negligible past 4 sigma, so skip the transcendentals out there if (Math.abs(distNorm) > 4) return 0; const envelope = Math.exp(-distNorm * distNorm); const oscillation = Math.cos((2 * Math.PI * dist) / pulse.wavelength); return 0.5 * pulse.amplitude * envelope * oscillation; } function buildSmoothCurve(/** @type {{ x: number, y: number }[]} **/ samples) { const get = (/** @type {number} **/ index) => { if (index < 0) { // Reflect first segment to derive a virtual point with matching tangent const a = samples[0]; const b = samples[1]; return { x: 2 * a.x - b.x, y: 2 * a.y - b.y }; } if (index >= samples.length) { const a = samples[samples.length - 1]; const b = samples[samples.length - 2]; return { x: 2 * a.x - b.x, y: 2 * a.y - b.y }; } return samples[index]; }; // Catmull-Rom-to-cubic-Bezier across the sample chain for a smooth surface curve return samples .slice(0, -1) .map((p1, i) => { const p0 = get(i - 1); const p2 = samples[i + 1]; const p3 = get(i + 2); const cp1x = p1.x + (p2.x - p0.x) / 6; const cp1y = p1.y + (p2.y - p0.y) / 6; const cp2x = p2.x - (p3.x - p1.x) / 6; const cp2y = p2.y - (p3.y - p1.y) / 6; return `C ${cp1x.toFixed(2)},${cp1y.toFixed(2)} ${cp2x.toFixed(2)},${cp2y.toFixed(2)} ${p2.x.toFixed(2)},${p2.y.toFixed(2)} `; }) .join(""); }