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