kinetic-slider
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A WebGL-powered kinetic slider component using PIXI.js
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{"version":3,"file":"shockwaveFilter.cjs","sources":["../../../src/filters/shockwaveFilter.ts"],"sourcesContent":["import { ShockwaveFilter } from 'pixi-filters';\nimport { type ShockwaveFilterConfig, type FilterResult } from './types';\nimport { gsap } from 'gsap';\nimport { ShaderResourceManager } from '../managers/ShaderResourceManager';\n\n/**\n * Creates a Shockwave filter that applies a ripple/wrinkle effect like a pond wave or blast\n *\n * The ShockwaveFilter creates a visual distortion that radiates from a center point,\n * simulating ripples on water or blast waves. It can be animated over time.\n * Uses shader pooling for better performance.\n *\n * @param config - Configuration for the Shockwave filter\n * @returns FilterResult with the filter instance and control functions\n */\nexport function createShockwaveFilter(config: ShockwaveFilterConfig): FilterResult {\n // Get shader manager instance\n const shaderManager = ShaderResourceManager.getInstance();\n\n // Create options object for the filter\n const options: any = {};\n\n // Apply configuration values if provided, otherwise use defaults\n if (config.amplitude !== undefined) options.amplitude = config.amplitude;\n if (config.brightness !== undefined) options.brightness = config.brightness;\n if (config.center !== undefined) options.center = config.center;\n if (config.centerX !== undefined) options.centerX = config.centerX;\n if (config.centerY !== undefined) options.centerY = config.centerY;\n if (config.radius !== undefined) options.radius = config.radius;\n if (config.speed !== undefined) options.speed = config.speed;\n if (config.wavelength !== undefined) options.wavelength = config.wavelength;\n if (config.time !== undefined) options.time = config.time;\n\n // Create a unique key for this filter configuration\n const shaderKey = 'shockwave-filter';\n\n // Create the filter with options\n const filter = new ShockwaveFilter(options);\n\n // Register filter with shader manager\n try {\n shaderManager.registerFilter(filter, shaderKey);\n } catch (error) {\n console.warn('Error registering shockwave filter with shader manager:', error);\n }\n\n // Track animation state\n let animationActive = false;\n let animationFrameId: number | null = null;\n let lastTime = 0;\n let pulseTween: gsap.core.Tween | null = null;\n\n /**\n * Update the filter's intensity based on the configuration\n *\n * @param intensity - New intensity value (0-10 scale)\n */\n const updateIntensity = (intensity: number): void => {\n // Normalize intensity to a 0-10 scale\n const normalizedIntensity = Math.max(0, Math.min(10, intensity));\n\n // Determine which property to adjust based on config\n if (config.primaryProperty) {\n switch (config.primaryProperty) {\n case 'amplitude':\n // Map 0-10 to 0-60 for amplitude\n filter.amplitude = normalizedIntensity * 6;\n break;\n case 'wavelength':\n // Map 0-10 to 80-240 for wavelength\n filter.wavelength = 80 + (normalizedIntensity * 16);\n break;\n case 'radius':\n // Map 0-10 to 0-300 for radius (with -1 for infinite at max)\n filter.radius = normalizedIntensity === 10 ? -1 : normalizedIntensity * 30;\n break;\n case 'brightness':\n // Map 0-10 to 0.5-1.5 for brightness\n filter.brightness = 0.5 + (normalizedIntensity / 10);\n break;\n case 'speed':\n // Map 0-10 to 100-1000 for speed\n filter.speed = 100 + (normalizedIntensity * 90);\n break;\n default:\n // Default to amplitude adjustment\n filter.amplitude = normalizedIntensity * 6;\n }\n } else {\n // Default behavior - adjust amplitude and brightness together for more visible effect\n filter.amplitude = normalizedIntensity * 6;\n filter.brightness = 0.8 + (normalizedIntensity / 50); // Subtle brightness adjustment\n }\n\n // Start or stop animation if configured\n if (config.animate) {\n if (normalizedIntensity > 0 && !animationActive) {\n // Start animation\n startAnimation();\n } else if (normalizedIntensity === 0 && animationActive) {\n // Stop animation\n stopAnimation();\n }\n }\n };\n\n /**\n * Start the time-based animation for wave movement\n */\n const startAnimation = (): void => {\n if (animationActive) return;\n\n animationActive = true;\n lastTime = Date.now();\n\n const animate = () => {\n const now = Date.now();\n const delta = (now - lastTime) / 1000; // Convert to seconds\n lastTime = now;\n\n // Update time value for animation (speed controlled by config)\n const animationSpeed = config.animationSpeed || 0.5;\n\n // If the filter has a time property, increment it\n if ('time' in filter) {\n filter.time += delta * animationSpeed;\n }\n\n // Continue animation loop\n animationFrameId = requestAnimationFrame(animate);\n };\n\n animate();\n };\n\n /**\n * Stop the time-based animation\n */\n const stopAnimation = (): void => {\n if (!animationActive) return;\n\n animationActive = false;\n\n if (animationFrameId !== null) {\n cancelAnimationFrame(animationFrameId);\n animationFrameId = null;\n }\n };\n\n // Set initial intensity and start animation if configured\n updateIntensity(config.intensity);\n\n // If pulse effect is requested, create a GSAP animation\n if (config.pulse) {\n const pulseIntensity = config.pulseIntensity || 0.5;\n const pulseDuration = config.pulseDuration || 1.5;\n\n // Create a pulsing animation using GSAP\n pulseTween = gsap.to(filter, {\n amplitude: filter.amplitude * (1 + pulseIntensity),\n duration: pulseDuration / 2,\n repeat: -1,\n yoyo: true,\n ease: \"sine.inOut\"\n });\n }\n\n /**\n * Reset the filter to configured state or default values if not specified\n */\n const reset = (): void => {\n // Stop any active animation\n stopAnimation();\n\n // Reset to configured values or defaults if not specified\n filter.amplitude = config.amplitude !== undefined ? config.amplitude : 30;\n filter.wavelength = config.wavelength !== undefined ? config.wavelength : 160;\n filter.radius = config.radius !== undefined ? config.radius : -1;\n filter.brightness = config.brightness !== undefined ? config.brightness : 1;\n filter.speed = config.speed !== undefined ? config.speed : 500;\n\n // Handle center coordinates\n if (config.center !== undefined) {\n // If center object was provided, use that\n filter.center = config.center;\n } else {\n // Otherwise use individual centerX/centerY if provided\n const centerX = config.centerX !== undefined ? config.centerX : 0.5;\n const centerY = config.centerY !== undefined ? config.centerY : 0.5;\n filter.center = { x: centerX, y: centerY };\n }\n\n // Reset time to 0 or configured value\n if ('time' in filter) {\n filter.time = config.time !== undefined ? config.time : 0;\n }\n };\n\n /**\n * Release any WebGL resources used by this filter and stop animations\n */\n const dispose = (): void => {\n // Stop any active animation\n stopAnimation();\n\n // Kill any GSAP animations\n if (pulseTween) {\n pulseTween.kill();\n pulseTween = null;\n }\n\n // Release shader resources\n try {\n shaderManager.releaseFilter(filter, shaderKey);\n } catch (error) {\n console.warn('Error releasing shockwave filter shader:', error);\n }\n\n // Destroy the filter\n filter.destroy();\n };\n\n return { filter, updateIntensity, reset, dispose 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