Focus canvas
An endless WebGL collage you drag, fling and wrap around; click a piece and the camera flies in to focus it while everything else dims.
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focus-canvas.tsx
"use client";
import { useEffect, useId, useRef, type RefObject } from "react";
import { useReducedMotion } from "framer-motion";
import {
Group,
Mesh,
MeshBasicMaterial,
NoToneMapping,
OrthographicCamera,
PlaneGeometry,
Raycaster,
Scene,
SRGBColorSpace,
Texture,
Vector2,
Vector3,
WebGLRenderer,
} from "three";
import { cn } from "@/lib/utils";
import { PlaceholderText } from "@/components/placeholder";
import { buildScrambledLogicalIndices, shuffle } from "@/lib/laofrenda/scramble";
export type FocusCanvasImage = {
id: number;
/** Omit to draw the piece as a flat grey block (a loading-state stand-in). */
src?: string;
/** width / height; used when there's no src, or before it loads. */
ratio?: number;
/** Shown under the piece while it's focused. */
title?: string;
};
/** Drive the canvas from outside, e.g. on-screen key commands. */
export type FocusCanvasControls = {
/** Step focus to the neighbouring piece (entering focus if needed). */
step: (dx: -1 | 0 | 1, dy: -1 | 0 | 1) => void;
/** Focus the piece nearest the centre. */
focusNearest: () => void;
/** Leave focus and fly back to where you were. */
exit: () => void;
/** Move keyboard focus into the canvas so its keys work next. */
engage: () => void;
};
/** Gap between tiles, in CSS px (the camera is orthographic, so world units are px). */
const GAP = 12;
const IDLE_OPACITY = 0.8;
const HOVER_OPACITY = 1;
const OPACITY_LERP = 0.14;
const FOCUS_BG_OPACITY = 0.2;
const FOCUS_FG_OPACITY = 1;
/** A focused piece fills 60% of the frame on its tighter axis. */
const FOCUS_FILL = 0.6;
const ZOOM_LERP = 0.1;
const DRAG_THRESHOLD_MOUSE = 5;
const DRAG_THRESHOLD_TOUCH = 15;
const CAMERA_Z = 800;
const KEY_PAN_SPEED = 14;
/** Camera follow smoothing for keys, fling and focus. A drag doesn't smooth: it tracks the hand 1:1. */
const CAMERA_LERP = 0.22;
const WHEEL_SENS = 0.6;
/* Fling on release */
const MOMENTUM_FRICTION = 3;
const MOMENTUM_SAMPLE_LERP = 0.4;
const MOMENTUM_MAX_SPEED = 7000;
const MOMENTUM_MIN_SPEED = 18;
const MOMENTUM_STALE_MS = 90;
const MOMENTUM_DT_MIN_MS = 8;
const MOMENTUM_DT_MAX_MS = 64;
/* Center-out entrance, opacity only */
const ENTER_FADE_DUR = 0.4;
const ENTER_STAGGER_SPAN = 0.3;
const TEXTURE_UPLOADS_PER_FRAME = 3;
const NARROW_PX = 768;
type ImageDim = { w: number; h: number };
type LoadedImage = ImageDim & { el: HTMLImageElement | null };
/** Fetch and decode once; the decoded element becomes the texture, so there's no second decode. */
function preloadImages(imgs: FocusCanvasImage[]): Promise<LoadedImage[]> {
return Promise.all(
imgs.map(
(img) =>
new Promise<LoadedImage>((resolve) => {
if (!img.src) {
resolve({ w: Math.round((img.ratio ?? 1) * 1000), h: 1000, el: null });
return;
}
const el = new window.Image();
el.crossOrigin = "anonymous";
el.decoding = "async";
const done = () => resolve({ w: el.naturalWidth || 1, h: el.naturalHeight || 1, el });
el.onload = () => (typeof el.decode === "function" ? el.decode().then(done, done) : done());
el.onerror = () => resolve({ w: 1, h: 1, el: null });
el.src = img.src;
}),
),
);
}
/** Resolve any CSS color (oklch included) to a hex three.js can read. */
function cssColorToHex(color: string): number {
const ctx = document.createElement("canvas").getContext("2d");
if (!ctx) return 0xeeeeee;
ctx.fillStyle = color;
ctx.fillRect(0, 0, 1, 1);
const [r = 238, g = 238, b = 238] = ctx.getImageData(0, 0, 1, 1).data;
return (r << 16) | (g << 8) | b;
}
/** Phones get smaller tiles so more of the collage fits. */
function tileWidthFor(frameW: number, base: number) {
if (frameW > NARROW_PX) return base;
return Math.round(base * (frameW <= 420 ? 0.48 : 0.62));
}
export function FocusCanvas({
images,
tileWidth = 200,
onFocusChange,
label = "Canvas",
titlePlaceholder = false,
startFocused = false,
controlsRef,
className,
}: {
images: FocusCanvasImage[];
/** Tile width in CSS px on wide frames; narrow frames scale it down. */
tileWidth?: number;
/** Fires when a piece enters or leaves focus, so surrounding chrome can step back. */
onFocusChange?: (focused: boolean) => void;
/** Accessible name for the canvas region. */
label?: string;
/** Show a grey text bar under untitled pieces instead of nothing. */
titlePlaceholder?: boolean;
/** Open already focused on the piece nearest the centre. */
startFocused?: boolean;
/** Receives step / focusNearest / exit / engage once the scene is built. */
controlsRef?: RefObject<FocusCanvasControls | null>;
className?: string;
}) {
const reduceMotion = useReducedMotion() === true;
const wrapRef = useRef<HTMLDivElement>(null);
const canvasRef = useRef<HTMLCanvasElement>(null);
const titleRef = useRef<HTMLDivElement>(null);
const announceRef = useRef<HTMLParagraphElement>(null);
const swatchRef = useRef<HTMLSpanElement>(null);
const onFocusChangeRef = useRef(onFocusChange);
const hintId = useId();
useEffect(() => {
onFocusChangeRef.current = onFocusChange;
});
useEffect(() => {
const wrap = wrapRef.current;
const surface = canvasRef.current;
const title = titleRef.current;
const announce = announceRef.current;
const swatch = swatchRef.current;
if (!wrap || !surface || !title || !announce || !swatch || images.length === 0) return;
// Untextured pieces are a mid grey from the theme (40% muted-foreground
// into the background), so placeholders read clearly in either theme.
const blockColor = cssColorToHex(getComputedStyle(swatch).backgroundColor);
const shuffled = shuffle([...images]);
let alive = true;
let teardown: (() => void) | null = null;
const controls = controlsRef;
preloadImages(shuffled).then((assets) => {
if (!alive) return;
const scene = buildScene({
wrap,
surface,
title,
announce,
blockColor,
titlePlaceholder,
images: shuffled,
assets,
baseTileW: tileWidth,
reduceMotion,
startFocused,
notifyFocus: (focused) => onFocusChangeRef.current?.(focused),
});
teardown = scene.teardown;
if (controls) controls.current = scene.controls;
});
return () => {
alive = false;
if (controls) controls.current = null;
teardown?.();
};
}, [images, tileWidth, reduceMotion, titlePlaceholder, startFocused, controlsRef]);
return (
<div
ref={wrapRef}
role="region"
aria-label={label}
aria-describedby={hintId}
tabIndex={0}
className={cn(
"relative size-full overflow-hidden outline-none focus-visible:ring-2 focus-visible:ring-inset focus-visible:ring-ring",
className,
)}
>
<canvas ref={canvasRef} aria-hidden className="block size-full touch-none" />
<div ref={titleRef} className="group/title pointer-events-none absolute left-1/2 hidden -translate-x-1/2">
<p data-title-text="" className="text-pretty font-serif text-base font-medium italic leading-5 tracking-[0.1px] text-foreground group-data-[untitled]/title:hidden" />
<PlaceholderText lines={[0.4]} className="hidden group-data-[untitled]/title:flex" />
</div>
<p ref={announceRef} aria-live="polite" className="sr-only" />
<span ref={swatchRef} aria-hidden className="hidden bg-[color-mix(in_oklab,var(--muted-foreground)_40%,var(--background))]" />
<p id={hintId} className="sr-only">
Drag, scroll or use the arrow keys to pan. Click a piece, or press Enter or Shift and an arrow key, to focus it. Escape
returns to the canvas.
</p>
</div>
);
}
/* ------------------------------------------------------------------ */
/* Scene — returns its own teardown */
/* ------------------------------------------------------------------ */
function buildScene({
wrap,
surface,
title,
announce,
blockColor,
titlePlaceholder,
images,
assets,
baseTileW,
reduceMotion,
startFocused,
notifyFocus,
}: {
wrap: HTMLDivElement;
surface: HTMLCanvasElement;
title: HTMLDivElement;
announce: HTMLParagraphElement;
blockColor: number;
titlePlaceholder: boolean;
images: FocusCanvasImage[];
assets: LoadedImage[];
baseTileW: number;
reduceMotion: boolean;
startFocused: boolean;
notifyFocus: (focused: boolean) => void;
}): { teardown: () => void; controls: FocusCanvasControls } {
const n = images.length;
const dims: ImageDim[] = assets.map((a) => ({ w: a.w, h: a.h }));
let viewW = Math.max(64, wrap.clientWidth);
let viewH = Math.max(64, wrap.clientHeight);
let tileWPx = tileWidthFor(viewW, baseTileW);
let pitchX = tileWPx + GAP;
let planeHeights = dims.map((d) => tileWPx * (d.h / d.w));
let pitchY = Math.max(...planeHeights, tileWPx * 0.5) + GAP;
const scene = new Scene();
const camera = new OrthographicCamera(-1, 1, 1, -1, 0.1, 20000);
camera.position.z = CAMERA_Z;
// Transparent clear: the frame's own background shows through, in either theme.
const renderer = new WebGLRenderer({ canvas: surface, alpha: true, antialias: true, powerPreference: "high-performance" });
renderer.setClearColor(0x000000, 0);
renderer.outputColorSpace = SRGBColorSpace;
renderer.toneMapping = NoToneMapping;
function updateFrustum() {
renderer.setPixelRatio(Math.min(window.devicePixelRatio, viewW <= NARROW_PX ? 1.5 : 2));
renderer.setSize(viewW, viewH, false);
camera.left = -viewW / 2;
camera.right = viewW / 2;
camera.top = viewH / 2;
camera.bottom = -viewH / 2;
camera.updateProjectionMatrix();
}
let cols = 3;
let rows = 1;
let tileW = 0;
let tileH = 0;
let sharedGeoms: PlaneGeometry[] = planeHeights.map((h) => new PlaneGeometry(tileWPx, h));
function syncTileDimensions() {
const next = tileWidthFor(viewW, baseTileW);
if (next === tileWPx) return;
tileWPx = next;
pitchX = tileWPx + GAP;
planeHeights = dims.map((d) => tileWPx * (d.h / d.w));
pitchY = Math.max(...planeHeights, tileWPx * 0.5) + GAP;
for (const g of sharedGeoms) g.dispose();
sharedGeoms = planeHeights.map((h) => new PlaneGeometry(tileWPx, h));
}
/* --- Interaction state --- */
const target = new Vector3();
const camPos = new Vector3();
const pointerNdc = new Vector2(2, 2);
let pointerInCanvas = false;
const lastClient = new Vector2();
const velocity = new Vector2();
let lastDragMoveT = 0;
let dragging = false;
let hovered: Mesh | null = null;
const keysDown = new Set<string>();
const dragStartPos = new Vector2();
let focused = false;
let focusedLi = -1;
let targetZoom = 1;
const preFocusTarget = new Vector3();
let lastPointerWasTouch = false;
const panDeltaOut = new Vector2();
/** Touch and narrow frames pan with the content; mouse and wheel move the viewport. */
function applyPanDelta(dx: number, dy: number, touch = false): Vector2 {
const natural = touch || viewW <= NARROW_PX;
const wx = natural ? -dx : dx;
const wy = natural ? dy : -dy;
target.x += wx;
target.y += wy;
return panDeltaOut.set(wx, wy);
}
let entranceStart = -1;
let entranceComplete = reduceMotion;
/* --- Meshes: a 3×3 ring of copies of one tile, recentred under the camera --- */
const groups9: Group[] = [];
const allMeshes: Mesh[] = [];
const meshesByLogical: Mesh[][] = Array.from({ length: n }, () => []);
const baseMat = new MeshBasicMaterial({ color: blockColor, transparent: true, opacity: IDLE_OPACITY, depthWrite: false });
const raycaster = new Raycaster();
const textureCache: (Texture | null)[] = new Array<Texture | null>(n).fill(null);
// Uploading every texture in one frame spikes the main thread; drain a few per frame.
const uploadQueue: number[] = [];
for (let li = 0; li < n; li++) if (assets[li]?.el) uploadQueue.push(li);
function applyTexture(li: number, tex: Texture) {
for (const mesh of meshesByLogical[li]!) {
const m = mesh.material as MeshBasicMaterial;
m.map = tex;
m.color.setHex(0xffffff);
m.needsUpdate = true;
}
}
function drainUploadQueue() {
let uploaded = 0;
while (uploadQueue.length > 0 && uploaded < TEXTURE_UPLOADS_PER_FRAME) {
const li = uploadQueue.shift()!;
if (textureCache[li]) continue;
const el = assets[li]?.el;
if (!el) continue;
const tex = new Texture(el);
tex.colorSpace = SRGBColorSpace;
tex.needsUpdate = true;
textureCache[li] = tex;
applyTexture(li, tex);
uploaded++;
}
}
function clearGroups() {
hovered = null;
for (const g of groups9.splice(0)) {
scene.remove(g);
while (g.children.length > 0) {
const ch = g.children[0] as Mesh;
ch.removeFromParent();
(ch.material as MeshBasicMaterial).dispose();
}
}
allMeshes.length = 0;
for (let i = 0; i < n; i++) meshesByLogical[i] = [];
}
function buildGroups() {
clearGroups();
syncTileDimensions();
cols = Math.max(3, Math.ceil(viewW / pitchX) + 1);
rows = Math.max(Math.ceil(n / cols), Math.ceil(viewH / pitchY) + 1);
tileW = cols * pitchX;
tileH = rows * pitchY;
const cellLogical = buildScrambledLogicalIndices(cols, rows, n);
const halfDiag = Math.hypot(viewW, viewH) / 2 || 1;
for (let dj = -1; dj <= 1; dj++) {
for (let dk = -1; dk <= 1; dk++) {
const g = new Group();
groups9.push(g);
scene.add(g);
for (let ci = 0; ci < cols * rows; ci++) {
const li = cellLogical[ci]!;
const x = (ci % cols) * pitchX + tileWPx / 2 - tileW / 2;
const y = tileH / 2 - (Math.floor(ci / cols) * pitchY + pitchY / 2);
const mat = baseMat.clone();
const mesh = new Mesh(sharedGeoms[li]!, mat);
mesh.position.set(x, y, 0);
mesh.userData.logicalIndex = li;
mesh.userData.baseOpacity = IDLE_OPACITY;
// Distance from the starting camera sets the reveal order: center out.
mesh.userData.enterDelay = Math.min(1, Math.hypot(x + dk * tileW, y + dj * tileH) / halfDiag) * ENTER_STAGGER_SPAN;
g.add(mesh);
allMeshes.push(mesh);
meshesByLogical[li]!.push(mesh);
}
}
}
camPos.set(0, 0, 0);
target.set(0, 0, 0);
camera.position.set(0, 0, CAMERA_Z);
updateRepetitionOrigins();
for (let li = 0; li < n; li++) {
const tex = textureCache[li];
if (tex) applyTexture(li, tex);
}
}
function updateRepetitionOrigins() {
const gx = Math.floor(camPos.x / tileW);
const gy = Math.floor(camPos.y / tileH);
let i = 0;
for (let dj = -1; dj <= 1; dj++) {
for (let dk = -1; dk <= 1; dk++) groups9[i++]?.position.set((gx + dk) * tileW, (gy + dj) * tileH, 0);
}
}
function setCursor() {
if (focused) surface.style.cursor = "zoom-out";
else if (!pointerInCanvas) surface.style.cursor = "";
else if (dragging) surface.style.cursor = "grabbing";
else if (hovered) surface.style.cursor = "zoom-in";
else surface.style.cursor = "grab";
}
/* --- Focus: a camera move, not an overlay --- */
const titleText = title.querySelector<HTMLElement>("[data-title-text]")!;
function showTitle(li: number) {
const text = images[li]?.title;
titleText.textContent = text ?? "";
title.toggleAttribute("data-untitled", !text);
title.style.display = text || titlePlaceholder ? "block" : "none";
announce.textContent = text ?? `Piece ${li + 1} of ${n}`;
}
function hideTitle() {
title.style.display = "none";
titleText.textContent = "";
announce.textContent = "";
}
function focusOn(mesh: Mesh) {
focusedLi = mesh.userData.logicalIndex as number;
const worldPos = new Vector3();
mesh.getWorldPosition(worldPos);
target.set(worldPos.x, worldPos.y, 0);
const ph = planeHeights[focusedLi] ?? tileWPx;
targetZoom = Math.min((viewW * FOCUS_FILL) / tileWPx, (viewH * FOCUS_FILL) / ph);
showTitle(focusedLi);
}
function enterFocus(mesh: Mesh) {
if (!focused) preFocusTarget.copy(target);
focused = true;
velocity.set(0, 0);
focusOn(mesh);
setCursor();
notifyFocus(true);
}
function exitFocus() {
focused = false;
focusedLi = -1;
target.copy(preFocusTarget);
targetZoom = 1;
hideTitle();
setCursor();
notifyFocus(false);
}
/** The tile nearest to a point one pitch away from the current one. */
function nearestMesh(dirX: number, dirY: number): Mesh | null {
const nx = target.x + dirX * pitchX;
const ny = target.y + dirY * pitchY;
let best: Mesh | null = null;
let bestDist = Infinity;
const wp = new Vector3();
for (const mesh of allMeshes) {
mesh.getWorldPosition(wp);
const d = (wp.x - nx) ** 2 + (wp.y - ny) ** 2;
if (d < bestDist) {
bestDist = d;
best = mesh;
}
}
return best;
}
/* --- Input --- */
function onWheel(ev: WheelEvent) {
// The page keeps its scroll until the canvas is engaged (clicked or tabbed into).
if (!wrap.contains(document.activeElement)) return;
ev.preventDefault();
if (focused) return;
velocity.set(0, 0);
let dx = ev.deltaX * WHEEL_SENS;
let dy = ev.deltaY * WHEEL_SENS;
if (ev.shiftKey) [dx, dy] = [dy, dx];
if (ev.deltaMode === 1) {
dx *= 16;
dy *= 16;
} else if (ev.deltaMode === 2) {
dx *= viewW * 0.5;
dy *= viewH * 0.5;
}
applyPanDelta(dx, dy);
}
function updatePointer(ev: PointerEvent) {
const r = surface.getBoundingClientRect();
const lx = ev.clientX - r.left;
const ly = ev.clientY - r.top;
pointerInCanvas = lx >= 0 && lx <= r.width && ly >= 0 && ly <= r.height;
pointerNdc.set((lx / r.width) * 2 - 1, -(ly / r.height) * 2 + 1);
}
function onPointerDown(ev: PointerEvent) {
if (ev.button !== 0) return;
// Engage the canvas (for wheel and keys) without showing the keyboard ring.
wrap.focus({ preventScroll: true, focusVisible: false } as FocusOptions);
lastPointerWasTouch = ev.pointerType === "touch";
dragStartPos.set(ev.clientX, ev.clientY);
if (focused) return;
dragging = true;
hovered = null;
velocity.set(0, 0);
lastDragMoveT = performance.now();
lastClient.set(ev.clientX, ev.clientY);
setCursor();
try {
surface.setPointerCapture(ev.pointerId);
} catch {
/* noop */
}
}
function onPointerMove(ev: PointerEvent) {
updatePointer(ev);
if (!dragging) {
lastClient.set(ev.clientX, ev.clientY);
return;
}
// Screen px → world px: the surface may be drawn scaled (a CSS transform on
// an ancestor), and the content must still stay under the finger.
const k = viewW / (surface.getBoundingClientRect().width || viewW);
const world = applyPanDelta((ev.clientX - lastClient.x) * k, (ev.clientY - lastClient.y) * k, lastPointerWasTouch);
lastClient.set(ev.clientX, ev.clientY);
const now = performance.now();
const dtMs = Math.min(MOMENTUM_DT_MAX_MS, Math.max(MOMENTUM_DT_MIN_MS, now - lastDragMoveT));
lastDragMoveT = now;
const inv = 1000 / dtMs;
velocity.x += (world.x * inv - velocity.x) * MOMENTUM_SAMPLE_LERP;
velocity.y += (world.y * inv - velocity.y) * MOMENTUM_SAMPLE_LERP;
}
function onPointerUp(ev: PointerEvent) {
if (ev.button !== 0) return;
updatePointer(ev);
const dragDist = Math.hypot(ev.clientX - dragStartPos.x, ev.clientY - dragStartPos.y);
const threshold = lastPointerWasTouch ? DRAG_THRESHOLD_TOUCH : DRAG_THRESHOLD_MOUSE;
const wasClick = focused ? dragDist < threshold : !dragging || dragDist < threshold;
// Fling only a real drag that was still moving at release.
const stale = performance.now() - lastDragMoveT > MOMENTUM_STALE_MS;
if (wasClick || focused || stale) velocity.set(0, 0);
else if (velocity.length() > MOMENTUM_MAX_SPEED) velocity.setLength(MOMENTUM_MAX_SPEED);
dragging = false;
try {
surface.releasePointerCapture(ev.pointerId);
} catch {
/* noop */
}
if (focused && wasClick) {
exitFocus();
return;
}
if (wasClick) {
raycaster.setFromCamera(pointerNdc, camera);
const hit = raycaster.intersectObjects(allMeshes, false)[0];
if (hit && hit.object instanceof Mesh) {
enterFocus(hit.object);
return;
}
}
setCursor();
}
function onPointerLeave() {
pointerInCanvas = false;
hovered = null;
setCursor();
}
const ARROWS: Record<string, [number, number]> = {
ArrowLeft: [-1, 0],
ArrowRight: [1, 0],
ArrowUp: [0, 1],
ArrowDown: [0, -1],
};
function onKeyDown(ev: KeyboardEvent) {
if (ev.key === "Escape" && focused) {
ev.preventDefault();
exitFocus();
return;
}
if (ev.key === "Enter" && !focused) {
const mesh = nearestMesh(0, 0);
if (mesh) {
ev.preventDefault();
enterFocus(mesh);
}
return;
}
const dir = ARROWS[ev.key];
if (!dir) return;
ev.preventDefault();
if (ev.shiftKey || focused) {
// Step to the neighbouring piece; from the canvas, this enters focus.
const mesh = nearestMesh(...(focused ? dir : ([0, 0] as [number, number])));
if (mesh) enterFocus(mesh);
return;
}
keysDown.add(ev.key);
}
function onKeyUp(ev: KeyboardEvent) {
keysDown.delete(ev.key);
}
function onBlur() {
keysDown.clear();
}
function onResize() {
const w = Math.max(64, wrap.clientWidth);
const h = Math.max(64, wrap.clientHeight);
if (w === viewW && h === viewH) return;
viewW = w;
viewH = h;
velocity.set(0, 0);
// Like a browser window: a resize relays the grid, and a focused piece
// stays focused (the one nearest the centre after the relayout).
const wasFocused = focused;
focused = false;
focusedLi = -1;
targetZoom = 1;
camera.zoom = 1;
updateFrustum();
buildGroups();
if (wasFocused) focusInstantly();
}
/* --- Render loop, paused while the frame is off screen --- */
let raf = 0;
let running = false;
let lastT = performance.now();
function tick(now: number) {
const dt = Math.min(0.05, (now - lastT) / 1000 || 0);
lastT = now;
drainUploadQueue();
if (!focused) {
const keyD = KEY_PAN_SPEED * dt * 60;
let keyPan = false;
for (const key of keysDown) {
const dir = ARROWS[key];
if (!dir) continue;
target.x += dir[0] * keyD;
target.y += dir[1] * keyD;
keyPan = true;
}
if (keyPan) velocity.set(0, 0);
if (!dragging && (velocity.x !== 0 || velocity.y !== 0)) {
target.x += velocity.x * dt;
target.y += velocity.y * dt;
velocity.multiplyScalar(Math.exp(-MOMENTUM_FRICTION * dt));
if (velocity.lengthSq() < MOMENTUM_MIN_SPEED ** 2) velocity.set(0, 0);
}
}
// Under reduced motion, focus jumps instead of flying; panning still tracks input.
const followLerp = dragging || reduceMotion ? 1 : CAMERA_LERP;
camPos.lerpVectors(camPos, target, 1 - (1 - followLerp) ** (dt * 60));
camera.position.set(camPos.x, camPos.y, CAMERA_Z);
const zoomAlpha = reduceMotion ? 1 : 1 - (1 - ZOOM_LERP) ** (dt * 60);
const zDiff = targetZoom - camera.zoom;
if (Math.abs(zDiff) > 0.001) camera.zoom += zDiff * zoomAlpha;
else camera.zoom = targetZoom;
camera.updateProjectionMatrix();
updateRepetitionOrigins();
if (!focused && !dragging && pointerInCanvas) {
raycaster.setFromCamera(pointerNdc, camera);
const hit = raycaster.intersectObjects(allMeshes, false)[0];
const next = hit && hit.object instanceof Mesh ? hit.object : null;
if (next !== hovered) {
hovered = next;
setCursor();
}
} else if (!dragging && !pointerInCanvas) {
hovered = null;
}
if (!entranceComplete && entranceStart < 0) entranceStart = now;
const entranceElapsed = entranceComplete ? Infinity : (now - entranceStart) / 1000;
let allEntered = true;
for (const mesh of allMeshes) {
const mat = mesh.material as MeshBasicMaterial;
const want = focused
? (mesh.userData.logicalIndex as number) === focusedLi
? FOCUS_FG_OPACITY
: FOCUS_BG_OPACITY
: mesh === hovered
? HOVER_OPACITY
: IDLE_OPACITY;
// The settled opacity is stored apart from the entrance multiplier, so the
// entrance never feeds back into the lerp.
const base = mesh.userData.baseOpacity as number;
const o = reduceMotion ? want : base + (want - base) * OPACITY_LERP;
const settled = Math.abs(o - want) < 0.004 ? want : o;
mesh.userData.baseOpacity = settled;
let enter = 1;
if (!entranceComplete) {
const t = (entranceElapsed - (mesh.userData.enterDelay as number)) / ENTER_FADE_DUR;
if (t < 1) allEntered = false;
enter = t <= 0 ? 0 : t >= 1 ? 1 : 1 - (1 - t) ** 3;
}
mat.opacity = settled * enter;
}
if (!entranceComplete && allEntered) entranceComplete = true;
if (focused && title.style.display !== "none") {
const ph = planeHeights[focusedLi] ?? tileWPx;
title.style.top = `${viewH / 2 + (ph * camera.zoom) / 2 + 12}px`;
title.style.width = `${tileWPx * camera.zoom}px`;
}
renderer.render(scene, camera);
raf = requestAnimationFrame(tick);
}
function start() {
if (running) return;
running = true;
lastT = performance.now();
raf = requestAnimationFrame(tick);
}
function stop() {
running = false;
cancelAnimationFrame(raf);
}
/** Focus the centre piece with no flight: the camera starts there. */
function focusInstantly() {
const mesh = nearestMesh(0, 0);
if (!mesh) return;
preFocusTarget.set(0, 0, 0);
enterFocus(mesh);
camPos.copy(target);
camera.zoom = targetZoom;
camera.updateProjectionMatrix();
}
updateFrustum();
buildGroups();
if (startFocused) focusInstantly();
surface.addEventListener("wheel", onWheel, { passive: false });
surface.addEventListener("pointerdown", onPointerDown);
surface.addEventListener("pointermove", onPointerMove);
surface.addEventListener("pointerup", onPointerUp);
surface.addEventListener("pointerleave", onPointerLeave);
wrap.addEventListener("keydown", onKeyDown);
wrap.addEventListener("keyup", onKeyUp);
wrap.addEventListener("blur", onBlur);
const resizeObserver = new ResizeObserver(onResize);
resizeObserver.observe(wrap);
const visibility = new IntersectionObserver(([entry]) => (entry?.isIntersecting ? start() : stop()));
visibility.observe(wrap);
const controls: FocusCanvasControls = {
step(dx, dy) {
const mesh = nearestMesh(...(focused ? ([dx, dy] as [number, number]) : ([0, 0] as [number, number])));
if (mesh) enterFocus(mesh);
},
focusNearest() {
const mesh = nearestMesh(0, 0);
if (mesh) enterFocus(mesh);
},
exit() {
if (focused) exitFocus();
},
engage() {
wrap.focus({ preventScroll: true, focusVisible: false } as FocusOptions);
},
};
const teardown = () => {
stop();
hideTitle();
notifyFocus(false);
surface.removeEventListener("wheel", onWheel);
surface.removeEventListener("pointerdown", onPointerDown);
surface.removeEventListener("pointermove", onPointerMove);
surface.removeEventListener("pointerup", onPointerUp);
surface.removeEventListener("pointerleave", onPointerLeave);
wrap.removeEventListener("keydown", onKeyDown);
wrap.removeEventListener("keyup", onKeyUp);
wrap.removeEventListener("blur", onBlur);
resizeObserver.disconnect();
visibility.disconnect();
clearGroups();
for (const geom of sharedGeoms) geom.dispose();
for (const tex of textureCache) tex?.dispose();
baseMat.dispose();
renderer.dispose();
// Switching channels remounts the canvas; free the context now rather than
// waiting for the browser's limit to evict the oldest one.
renderer.forceContextLoss();
scene.clear();
};
return { teardown, controls };
}scramble.ts
/**
* Tile layout for the focus canvas. The grid repeats on every side, so it is a
* torus: a cell's right neighbour on the last column is the first column of the
* next copy. Images are dealt out evenly (a balanced multiset) with no two
* orthogonal neighbours, wrap included, showing the same image.
*/
/** Fisher-Yates shuffle (in-place, returns same array). Uses crypto when available. */
export function shuffle<T>(arr: T[]): T[] {
for (let i = arr.length - 1; i > 0; i--) {
const j = randomIntBelow(i + 1);
[arr[i], arr[j]] = [arr[j]!, arr[i]!];
}
return arr;
}
/** Uniform integer in [0, hiExclusive). Prefer crypto for tile layout variety. */
function randomIntBelow(hiExclusive: number): number {
if (hiExclusive <= 1) return 0;
if (typeof crypto !== "undefined" && crypto.getRandomValues) {
const hi = hiExclusive;
const max = 0x1_0000_0000;
const limit = Math.floor(max / hi) * hi;
const buf = new Uint32Array(1);
do {
crypto.getRandomValues(buf);
} while (buf[0]! >= limit);
return buf[0]! % hi;
}
return Math.floor(Math.random() * hiExclusive);
}
/** Target multiplicity per logical image for an even split across `total` cells. */
function multisetRemaining(n: number, total: number): number[] {
const base = Math.floor(total / n);
const remainder = total % n;
const rem = new Array<number>(n);
for (let li = 0; li < n; li++) {
rem[li] = base + (li < remainder ? 1 : 0);
}
return rem;
}
/** Orthogonal neighbors on a repeating tile (torus): edges wrap so seams never touch duplicates. */
function orthoNeighborsTorus(ci: number, cols: number, rows: number): number[] {
const col = ci % cols;
const row = Math.floor(ci / cols);
return [
row * cols + ((col + 1) % cols),
row * cols + ((col - 1 + cols) % cols),
((row + 1) % rows) * cols + col,
((row - 1 + rows) % rows) * cols + col,
];
}
/**
* Assign images to grid cells: multiset-balanced shuffle subject to no two
* orthogonally adjacent cells (including across tile wrap) sharing the same image.
*/
export function buildScrambledLogicalIndices(
cols: number,
rows: number,
n: number,
): number[] {
const total = cols * rows;
if (n <= 0 || total <= 0) return [];
if (n === 1) return new Array<number>(total).fill(0);
if (n === 2) {
let c0 = 0;
for (let r = 0; r < rows; r++) {
for (let c = 0; c < cols; c++) {
if ((c + r) % 2 === 0) c0++;
}
}
const rem = multisetRemaining(2, total);
const a = rem[0]!;
const b = rem[1]!;
if ((a === c0 && b === total - c0) || (a === total - c0 && b === c0)) {
const grid: number[] = new Array(total);
const vEven = a === c0 ? 0 : 1;
const vOdd = 1 - vEven;
let i = 0;
for (let r = 0; r < rows; r++) {
for (let c = 0; c < cols; c++) {
grid[i++] = (c + r) % 2 === 0 ? vEven : vOdd;
}
}
return grid;
}
}
const GREEDY_ATTEMPTS = 400;
for (let attempt = 0; attempt < GREEDY_ATTEMPTS; attempt++) {
const remaining = multisetRemaining(n, total);
const grid = new Array<number>(total).fill(-1);
const order = shuffle(Array.from({ length: total }, (_, i) => i));
let ok = true;
for (const ci of order) {
const banned = new Set<number>();
for (const nb of orthoNeighborsTorus(ci, cols, rows)) {
const v = grid[nb];
if (v >= 0) banned.add(v);
}
const cands: number[] = [];
for (let li = 0; li < n; li++) {
if (remaining[li]! > 0 && !banned.has(li)) cands.push(li);
}
if (cands.length === 0) {
ok = false;
break;
}
const pick = cands[randomIntBelow(cands.length)]!;
grid[ci] = pick;
remaining[pick]!--;
}
if (ok) return grid;
}
const bt = backtrackNonAdjacentTile(cols, rows, n, total);
if (bt) return bt;
const pool: number[] = [];
const rem0 = multisetRemaining(n, total);
for (let li = 0; li < n; li++) {
for (let k = 0; k < rem0[li]!; k++) pool.push(li);
}
shuffle(pool);
return pool;
}
const BACKTRACK_NODE_LIMIT = 2_500_000;
function backtrackNonAdjacentTile(
cols: number,
rows: number,
n: number,
total: number,
): number[] | null {
const remaining = multisetRemaining(n, total);
const grid = new Array<number>(total).fill(-1);
let nodes = 0;
function dfs(ci: number): boolean {
if (nodes++ > BACKTRACK_NODE_LIMIT) return false;
if (ci === total) return true;
const banned = new Set<number>();
for (const nb of orthoNeighborsTorus(ci, cols, rows)) {
const v = grid[nb];
if (v >= 0) banned.add(v);
}
const cands: number[] = [];
for (let li = 0; li < n; li++) {
if (remaining[li]! > 0 && !banned.has(li)) cands.push(li);
}
shuffle(cands);
for (const li of cands) {
grid[ci] = li;
remaining[li]!--;
if (dfs(ci + 1)) return true;
remaining[li]!++;
grid[ci] = -1;
}
return false;
}
if (dfs(0)) return grid;
return null;
}