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poline

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color palette generator mico-lib

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{ "version": 3, "sources": ["../src/index.ts"], "sourcesContent": ["/* eslint-disable @typescript-eslint/ban-ts-comment */\nexport type FuncNumberReturn = (arg0: number) => Vector2;\nexport type Vector2 = [number, number];\nexport type Vector3 = [number, ...Vector2];\nexport type PartialVector3 = [number | null, number | null, number | null];\n\ntype CSSColorMethods = {\n hsl: (p: ColorPoint) => string;\n oklch: (p: ColorPoint) => string;\n lch: (p: ColorPoint) => string;\n};\n\n/**\n * Converts the given (x, y, z) coordinate to an HSL color\n * The (x, y) values are used to calculate the hue, while the z value is used as the saturation\n * The lightness value is calculated based on the distance of (x, y) from the center (0.5, 0.5)\n * Returns an array [hue, saturation, lightness]\n * @param xyz:Vector3 [x, y, z] coordinate array in (x, y, z) format (0-1, 0-1, 0-1)\n * @returns [hue, saturation, lightness]: Vector3 color array in HSL format (0-360, 0-1, 0-1)\n * @example\n * pointToHSL([0.5, 0.5, 1]) // [0, 1, 0.5]\n * pointToHSL([0.5, 0.5, 0]) // [0, 1, 0]\n **/\n\nexport const pointToHSL = (\n xyz: Vector3,\n invertedLightness: boolean\n): Vector3 => {\n const [x, y, z] = xyz;\n\n // cy and cx are the center (y and x) values\n const cx = 0.5;\n const cy = 0.5;\n\n // Calculate the angle between the point (x, y) and the center (cx, cy)\n const radians = Math.atan2(y - cy, x - cx);\n\n // Convert the angle to degrees and shift it so that it goes from 0 to 360\n let deg = radians * (180 / Math.PI);\n deg = (360 + deg) % 360;\n\n // The saturation value is taken from the z coordinate\n const s = z;\n\n // Calculate the lightness value based on the distance from the center\n const dist = Math.sqrt(Math.pow(y - cy, 2) + Math.pow(x - cx, 2));\n const l = dist / cx;\n\n // Return the HSL color as an array [hue, saturation, lightness]\n return [deg, s, invertedLightness ? 1 - l : l];\n};\n\n/**\n * Converts the given HSL color to an (x, y, z) coordinate\n * The hue value is used to calculate the (x, y) position, while the saturation value is used as the z coordinate\n * The lightness value is used to calculate the distance from the center (0.5, 0.5)\n * Returns an array [x, y, z]\n * @param hsl:Vector3 [hue, saturation, lightness] color array in HSL format (0-360, 0-1, 0-1)\n * @returns [x, y, z]:Vector3 coordinate array in (x, y, z) format (0-1, 0-1, 0-1)\n * @example\n * hslToPoint([0, 1, 0.5]) // [0.5, 0.5, 1]\n * hslToPoint([0, 1, 0]) // [0.5, 0.5, 1]\n * hslToPoint([0, 1, 1]) // [0.5, 0.5, 1]\n * hslToPoint([0, 0, 0.5]) // [0.5, 0.5, 0]\n **/\nexport const hslToPoint = (\n hsl: Vector3,\n invertedLightness: boolean\n): Vector3 => {\n // Destructure the input array into separate hue, saturation, and lightness values\n const [h, s, l] = hsl;\n // cx and cy are the center (x and y) values\n const cx = 0.5;\n const cy = 0.5;\n // Calculate the angle in radians based on the hue value\n const radians = h / (180 / Math.PI);\n\n // Calculate the distance from the center based on the lightness value\n const dist = (invertedLightness ? 1 - l : l) * cx;\n\n // Calculate the x and y coordinates based on the distance and angle\n const x = cx + dist * Math.cos(radians);\n const y = cy + dist * Math.sin(radians);\n // The z coordinate is equal to the saturation value\n const z = s;\n // Return the (x, y, z) coordinate as an array [x, y, z]\n return [x, y, z];\n};\n\nexport const randomHSLPair = (\n startHue: number = Math.random() * 360,\n saturations: Vector2 = [Math.random(), Math.random()],\n lightnesses: Vector2 = [0.75 + Math.random() * 0.2, 0.3 + Math.random() * 0.2]\n): [Vector3, Vector3] => [\n [startHue, saturations[0], lightnesses[0]],\n [(startHue + 60 + Math.random() * 180) % 360, saturations[1], lightnesses[1]],\n];\n\nexport const randomHSLTriple = (\n startHue: number = Math.random() * 360,\n saturations: Vector3 = [Math.random(), Math.random(), Math.random()],\n lightnesses: Vector3 = [\n 0.75 + Math.random() * 0.2,\n Math.random() * 0.2,\n 0.75 + Math.random() * 0.2,\n ]\n): [Vector3, Vector3, Vector3] => [\n [startHue, saturations[0], lightnesses[0]],\n [(startHue + 60 + Math.random() * 180) % 360, saturations[1], lightnesses[1]],\n [(startHue + 60 + Math.random() * 180) % 360, saturations[2], lightnesses[2]],\n];\n\nconst vectorOnLine = (\n t: number,\n p1: Vector3,\n p2: Vector3,\n invert = false,\n fx = (t: number, invert: boolean): number => (invert ? 1 - t : t),\n fy = (t: number, invert: boolean): number => (invert ? 1 - t : t),\n fz = (t: number, invert: boolean): number => (invert ? 1 - t : t)\n): Vector3 => {\n const tModifiedX = fx(t, invert);\n const tModifiedY = fy(t, invert);\n const tModifiedZ = fz(t, invert);\n const x = (1 - tModifiedX) * p1[0] + tModifiedX * p2[0];\n const y = (1 - tModifiedY) * p1[1] + tModifiedY * p2[1];\n const z = (1 - tModifiedZ) * p1[2] + tModifiedZ * p2[2];\n\n return [x, y, z];\n};\n\nconst vectorsOnLine = (\n p1: Vector3,\n p2: Vector3,\n numPoints = 4,\n invert = false,\n fx = (t: number, invert: boolean): number => (invert ? 1 - t : t),\n fy = (t: number, invert: boolean): number => (invert ? 1 - t : t),\n fz = (t: number, invert: boolean): number => (invert ? 1 - t : t)\n): Vector3[] => {\n const points: Vector3[] = [];\n\n for (let i = 0; i < numPoints; i++) {\n const [x, y, z] = vectorOnLine(\n i / (numPoints - 1),\n p1,\n p2,\n invert,\n fx,\n fy,\n fz\n );\n points.push([x, y, z]);\n }\n\n return points;\n};\n\nexport type PositionFunction = (t: number, reverse?: boolean) => number;\n\nconst linearPosition: PositionFunction = (t: number) => {\n return t;\n};\n\nconst exponentialPosition: PositionFunction = (t: number, reverse = false) => {\n if (reverse) {\n return 1 - (1 - t) ** 2;\n }\n return t ** 2;\n};\n\nconst quadraticPosition: PositionFunction = (t: number, reverse = false) => {\n if (reverse) {\n return 1 - (1 - t) ** 3;\n }\n return t ** 3;\n};\n\nconst cubicPosition: PositionFunction = (t: number, reverse = false) => {\n if (reverse) {\n return 1 - (1 - t) ** 4;\n }\n return t ** 4;\n};\n\nconst quarticPosition: PositionFunction = (t: number, reverse = false) => {\n if (reverse) {\n return 1 - (1 - t) ** 5;\n }\n return t ** 5;\n};\n\nconst sinusoidalPosition: PositionFunction = (t: number, reverse = false) => {\n if (reverse) {\n return 1 - Math.sin(((1 - t) * Math.PI) / 2);\n }\n return Math.sin((t * Math.PI) / 2);\n};\n\nconst asinusoidalPosition: PositionFunction = (t: number, reverse = false) => {\n if (reverse) {\n return 1 - Math.asin(1 - t) / (Math.PI / 2);\n }\n return Math.asin(t) / (Math.PI / 2);\n};\n\nconst arcPosition: PositionFunction = (t: number, reverse = false) => {\n if (reverse) {\n return 1 - Math.sqrt(1 - t ** 2);\n }\n return 1 - Math.sqrt(1 - t);\n};\n\nconst smoothStepPosition: PositionFunction = (t: number) => {\n return t ** 2 * (3 - 2 * t);\n};\n\nexport const positionFunctions = {\n linearPosition,\n exponentialPosition,\n quadraticPosition,\n cubicPosition,\n quarticPosition,\n sinusoidalPosition,\n asinusoidalPosition,\n arcPosition,\n smoothStepPosition,\n};\n\n/**\n * Calculates the distance between two points\n * @param p1 The first point\n * @param p2 The second point\n * @param hueMode Whether to use the hue distance function\n * @returns The distance between the two points\n * @example\n * const p1 = [0, 0, 0];\n * const p2 = [1, 1, 1];\n * const dist = distance(p1, p2);\n * console.log(dist); // 1.7320508075688772\n **/\nconst distance = (\n p1: PartialVector3,\n p2: PartialVector3,\n hueMode = false\n): number => {\n const a1 = p1[0];\n const a2 = p2[0];\n let diffA = 0;\n\n if (hueMode && a1 !== null && a2 !== null) {\n diffA = Math.min(Math.abs(a1 - a2), 360 - Math.abs(a1 - a2));\n diffA = diffA / 360;\n } else {\n diffA = a1 === null || a2 === null ? 0 : a1 - a2;\n }\n\n const a = diffA;\n const b = p1[1] === null || p2[1] === null ? 0 : p2[1] - p1[1];\n const c = p1[2] === null || p2[2] === null ? 0 : p2[2] - p1[2];\n\n return Math.sqrt(a * a + b * b + c * c);\n};\n\nexport type ColorPointCollection = {\n xyz?: Vector3;\n color?: Vector3;\n invertedLightness?: boolean;\n};\n\nexport class ColorPoint {\n public x = 0;\n public y = 0;\n public z = 0;\n public color: Vector3 = [0, 0, 0];\n private _invertedLightness = false;\n\n constructor({\n xyz,\n color,\n invertedLightness = false,\n }: ColorPointCollection = {}) {\n this._invertedLightness = invertedLightness;\n this.positionOrColor({ xyz, color, invertedLightness });\n }\n\n positionOrColor({\n xyz,\n color,\n invertedLightness = false,\n }: ColorPointCollection) {\n this._invertedLightness = invertedLightness;\n if ((xyz && color) || (!xyz && !color)) {\n throw new Error(\"Point must be initialized with either x,y,z or hsl\");\n } else if (xyz) {\n this.x = xyz[0];\n this.y = xyz[1];\n this.z = xyz[2];\n this.color = pointToHSL([this.x, this.y, this.z], invertedLightness);\n } else if (color) {\n this.color = color;\n [this.x, this.y, this.z] = hslToPoint(color, invertedLightness);\n }\n }\n\n set position([x, y, z]: Vector3) {\n this.x = x;\n this.y = y;\n this.z = z;\n this.color = pointToHSL(\n [this.x, this.y, this.z] as Vector3,\n this._invertedLightness\n );\n }\n\n get position(): Vector3 {\n return [this.x, this.y, this.z];\n }\n\n set hsl([h, s, l]: Vector3) {\n this.color = [h, s, l];\n [this.x, this.y, this.z] = hslToPoint(\n this.color as Vector3,\n this._invertedLightness\n );\n }\n\n get hsl(): Vector3 {\n return this.color;\n }\n\n get hslCSS(): string {\n const [h, s, l] = this.color;\n return `hsl(${h.toFixed(2)}, ${(s * 100).toFixed(2)}%, ${(l * 100).toFixed(\n 2\n )}%)`;\n }\n\n get oklchCSS(): string {\n const [h, s, l] = this.color;\n return `oklch(${(l * 100).toFixed(2)}% ${(s * 0.4).toFixed(3)} ${h.toFixed(\n 2\n )})`;\n }\n\n get lchCSS(): string {\n const [h, s, l] = this.color;\n return `lch(${(l * 100).toFixed(2)}% ${(s * 150).toFixed(2)} ${h.toFixed(\n 2\n )})`;\n }\n\n set invertedLightness(val: boolean) {\n this._invertedLightness = val;\n this.color = pointToHSL(\n [this.x, this.y, this.z] as Vector3,\n this._invertedLightness\n );\n }\n\n get invertedLightness(): boolean {\n return this._invertedLightness;\n }\n\n shiftHue(angle: number): void {\n this.color[0] = (360 + (this.color[0] + angle)) % 360;\n [this.x, this.y, this.z] = hslToPoint(\n this.color as Vector3,\n this._invertedLightness\n );\n }\n}\n\nexport type PolineOptions = {\n anchorColors?: Vector3[];\n numPoints?: number;\n positionFunction?: (t: number, invert?: boolean) => number;\n positionFunctionX?: (t: number, invert?: boolean) => number;\n positionFunctionY?: (t: number, invert?: boolean) => number;\n positionFunctionZ?: (t: number, invert?: boolean) => number;\n invertedLightness?: boolean;\n closedLoop?: boolean;\n};\nexport class Poline {\n private _anchorPoints: ColorPoint[];\n\n private _numPoints: number;\n private points: ColorPoint[][];\n\n private _positionFunctionX = sinusoidalPosition;\n private _positionFunctionY = sinusoidalPosition;\n private _positionFunctionZ = sinusoidalPosition;\n\n private _anchorPairs: ColorPoint[][];\n\n private connectLastAndFirstAnchor = false;\n\n private _animationFrame: null | number = null;\n\n private _invertedLightness = false;\n\n constructor(\n {\n anchorColors = randomHSLPair(),\n numPoints = 4,\n positionFunction = sinusoidalPosition,\n positionFunctionX,\n positionFunctionY,\n positionFunctionZ,\n closedLoop,\n invertedLightness,\n }: PolineOptions = {\n anchorColors: randomHSLPair(),\n numPoints: 4,\n positionFunction: sinusoidalPosition,\n closedLoop: false,\n }\n ) {\n if (!anchorColors || anchorColors.length < 2) {\n throw new Error(\"Must have at least two anchor colors\");\n }\n\n this._anchorPoints = anchorColors.map(\n (point) => new ColorPoint({ color: point, invertedLightness })\n );\n\n this._numPoints = numPoints + 2; // add two for the anchor points\n\n this._positionFunctionX =\n positionFunctionX || positionFunction || sinusoidalPosition;\n this._positionFunctionY =\n positionFunctionY || positionFunction || sinusoidalPosition;\n this._positionFunctionZ =\n positionFunctionZ || positionFunction || sinusoidalPosition;\n\n this.connectLastAndFirstAnchor = closedLoop || false;\n\n this._invertedLightness = invertedLightness || false;\n\n this.updateAnchorPairs();\n }\n\n public get numPoints(): number {\n return this._numPoints - 2;\n }\n\n public set numPoints(numPoints: number) {\n if (numPoints < 1) {\n throw new Error(\"Must have at least one point\");\n }\n this._numPoints = numPoints + 2; // add two for the anchor points\n this.updateAnchorPairs();\n }\n\n public set positionFunction(\n positionFunction: PositionFunction | PositionFunction[]\n ) {\n if (Array.isArray(positionFunction)) {\n if (positionFunction.length !== 3) {\n throw new Error(\"Position function array must have 3 elements\");\n }\n if (\n typeof positionFunction[0] !== \"function\" ||\n typeof positionFunction[1] !== \"function\" ||\n typeof positionFunction[2] !== \"function\"\n ) {\n throw new Error(\"Position function array must have 3 functions\");\n }\n this._positionFunctionX = positionFunction[0];\n this._positionFunctionY = positionFunction[1];\n this._positionFunctionZ = positionFunction[2];\n } else {\n this._positionFunctionX = positionFunction;\n this._positionFunctionY = positionFunction;\n this._positionFunctionZ = positionFunction;\n }\n\n this.updateAnchorPairs();\n }\n\n public get positionFunction(): PositionFunction | PositionFunction[] {\n // not to sure what to do here, because the position function is a combination of the three\n if (\n this._positionFunctionX === this._positionFunctionY &&\n this._positionFunctionX === this._positionFunctionZ\n ) {\n return this._positionFunctionX;\n }\n\n return [\n this._positionFunctionX,\n this._positionFunctionY,\n this._positionFunctionZ,\n ];\n }\n\n public set positionFunctionX(positionFunctionX: PositionFunction) {\n this._positionFunctionX = positionFunctionX;\n this.updateAnchorPairs();\n }\n\n public get positionFunctionX(): PositionFunction {\n return this._positionFunctionX;\n }\n\n public set positionFunctionY(positionFunctionY: PositionFunction) {\n this._positionFunctionY = positionFunctionY;\n this.updateAnchorPairs();\n }\n\n public get positionFunctionY(): PositionFunction {\n return this._positionFunctionY;\n }\n\n public set positionFunctionZ(positionFunctionZ: PositionFunction) {\n this._positionFunctionZ = positionFunctionZ;\n this.updateAnchorPairs();\n }\n\n public get positionFunctionZ(): PositionFunction {\n return this._positionFunctionZ;\n }\n\n public get anchorPoints(): ColorPoint[] {\n return this._anchorPoints;\n }\n\n public set anchorPoints(anchorPoints: ColorPoint[]) {\n this._anchorPoints = anchorPoints;\n this.updateAnchorPairs();\n }\n\n public updateAnchorPairs(): void {\n this._anchorPairs = [] as ColorPoint[][];\n\n const anchorPointsLength = this.connectLastAndFirstAnchor\n ? this.anchorPoints.length\n : this.anchorPoints.length - 1;\n\n for (let i = 0; i < anchorPointsLength; i++) {\n const pair = [\n this.anchorPoints[i],\n this.anchorPoints[(i + 1) % this.anchorPoints.length],\n ] as ColorPoint[];\n\n this._anchorPairs.push(pair);\n }\n\n this.points = this._anchorPairs.map((pair, i) => {\n const p1position = pair[0] ? pair[0].position : ([0, 0, 0] as Vector3);\n const p2position = pair[1] ? pair[1].position : ([0, 0, 0] as Vector3);\n\n // Special handling for closed loop with exactly 2 anchors\n // we want to invert the ease for the first segment\n const shouldInvertEase = this.shouldInvertEaseForSegment(i);\n\n return vectorsOnLine(\n p1position,\n p2position,\n this._numPoints,\n shouldInvertEase ? true : false,\n this.positionFunctionX,\n this.positionFunctionY,\n this.positionFunctionZ\n ).map(\n (p) =>\n new ColorPoint({ xyz: p, invertedLightness: this._invertedLightness })\n );\n });\n }\n\n public addAnchorPoint({\n xyz,\n color,\n insertAtIndex,\n }: ColorPointCollection & { insertAtIndex?: number }): ColorPoint {\n const newAnchor = new ColorPoint({\n xyz,\n color,\n invertedLightness: this._invertedLightness,\n });\n if (insertAtIndex !== undefined) {\n this.anchorPoints.splice(insertAtIndex, 0, newAnchor);\n } else {\n this.anchorPoints.push(newAnchor);\n }\n this.updateAnchorPairs();\n return newAnchor;\n }\n\n public removeAnchorPoint({\n point,\n index,\n }: {\n point?: ColorPoint;\n index?: number;\n }): void {\n if (!point && index === undefined) {\n throw new Error(\"Must provide a point or index\");\n }\n\n if (this.anchorPoints.length < 3) {\n throw new Error(\"Must have at least two anchor points\");\n }\n\n let apid;\n\n if (index !== undefined) {\n apid = index;\n } else if (point) {\n apid = this.anchorPoints.indexOf(point);\n }\n\n if (apid > -1 && apid < this.anchorPoints.length) {\n this.anchorPoints.splice(apid, 1);\n this.updateAnchorPairs();\n } else {\n throw new Error(\"Point not found\");\n }\n }\n\n public updateAnchorPoint({\n point,\n pointIndex,\n xyz,\n color,\n }: {\n point?: ColorPoint;\n pointIndex?: number;\n } & ColorPointCollection): ColorPoint {\n if (pointIndex !== undefined) {\n point = this.anchorPoints[pointIndex];\n }\n\n if (!point) {\n throw new Error(\"Must provide a point or pointIndex\");\n }\n\n if (!xyz && !color) {\n throw new Error(\"Must provide a new xyz position or color\");\n }\n\n if (xyz) point.position = xyz;\n if (color) point.hsl = color;\n\n this.updateAnchorPairs();\n\n return point;\n }\n\n public getClosestAnchorPoint({\n xyz,\n hsl,\n maxDistance = 1,\n }: {\n xyz?: PartialVector3;\n hsl?: PartialVector3;\n maxDistance?: number;\n }): ColorPoint | null {\n if (!xyz && !hsl) {\n throw new Error(\"Must provide a xyz or hsl\");\n }\n\n let distances;\n\n if (xyz) {\n distances = this.anchorPoints.map((anchor) =>\n distance(anchor.position, xyz)\n );\n } else if (hsl) {\n distances = this.anchorPoints.map((anchor) =>\n distance(anchor.hsl, hsl, true)\n );\n }\n\n const minDistance = Math.min(...distances);\n\n if (minDistance > maxDistance) {\n return null;\n }\n\n const closestAnchorIndex = distances.indexOf(minDistance);\n\n return this.anchorPoints[closestAnchorIndex] || null;\n }\n\n public set closedLoop(newStatus: boolean) {\n this.connectLastAndFirstAnchor = newStatus;\n this.updateAnchorPairs();\n }\n\n public get closedLoop(): boolean {\n return this.connectLastAndFirstAnchor;\n }\n\n public set invertedLightness(newStatus: boolean) {\n this._invertedLightness = newStatus;\n this.anchorPoints.forEach((p) => (p.invertedLightness = newStatus));\n this.updateAnchorPairs();\n }\n\n public get invertedLightness(): boolean {\n return this._invertedLightness;\n }\n\n /**\n * Returns a flattened array of all points across all segments,\n * removing duplicated anchor points at segment boundaries.\n *\n * Since anchor points exist at both the end of one segment and\n * the beginning of the next, this method keeps only one instance of each.\n * The filter logic keeps the first point (index 0) and then filters out\n * points whose indices are multiples of the segment size (_numPoints),\n * which are the anchor points at the start of each segment (except the first).\n *\n * This approach ensures we get all unique points in the correct order\n * while avoiding duplicated anchor points.\n *\n * @returns {ColorPoint[]} A flat array of unique ColorPoint instances\n */\n public get flattenedPoints() {\n return this.points\n .flat()\n .filter((p, i) => (i != 0 ? i % this._numPoints : true));\n }\n\n public get colors() {\n const colors = this.flattenedPoints.map((p) => p.color);\n if (this.connectLastAndFirstAnchor && this._anchorPoints.length !== 2) {\n colors.pop();\n }\n return colors;\n }\n\n public cssColors(mode: \"hsl\" | \"oklch\" | \"lch\" = \"hsl\"): string[] {\n const methods: CSSColorMethods = {\n hsl: (p: ColorPoint): string => p.hslCSS,\n oklch: (p: ColorPoint): string => p.oklchCSS,\n lch: (p: ColorPoint): string => p.lchCSS,\n };\n const cssColors = this.flattenedPoints.map(methods[mode]);\n if (this.connectLastAndFirstAnchor) {\n cssColors.pop();\n }\n return cssColors;\n }\n\n public get colorsCSS() {\n return this.cssColors(\"hsl\");\n }\n\n public get colorsCSSlch() {\n return this.cssColors(\"lch\");\n }\n\n public get colorsCSSoklch() {\n return this.cssColors(\"oklch\");\n }\n\n public shiftHue(hShift = 20): void {\n this.anchorPoints.forEach((p) => p.shiftHue(hShift));\n this.updateAnchorPairs();\n }\n\n /**\n * Returns a color at a specific position along the entire color line (0-1)\n * Treats all segments as one continuous path, respecting easing functions\n * @param t Position along the line (0-1), where 0 is start and 1 is end\n * @returns ColorPoint at the specified position\n * @example\n * getColorAt(0) // Returns color at the very beginning\n * getColorAt(0.5) // Returns color at the middle of the entire journey\n * getColorAt(1) // Returns color at the very end\n */\n public getColorAt(t: number): ColorPoint {\n if (t < 0 || t > 1) {\n throw new Error(\"Position must be between 0 and 1\");\n }\n\n if (this.anchorPoints.length === 0) {\n throw new Error(\"No anchor points available\");\n }\n\n // For closed loops, we need to handle the full circle\n const totalSegments = this.connectLastAndFirstAnchor\n ? this.anchorPoints.length\n : this.anchorPoints.length - 1;\n\n // Special case: if we only have 2 anchors in a closed loop,\n // we actually have 2 segments going different ways\n const effectiveSegments =\n this.connectLastAndFirstAnchor && this.anchorPoints.length === 2\n ? 2\n : totalSegments;\n\n // Calculate which segment we're in and the position within that segment\n const segmentPosition = t * effectiveSegments;\n const segmentIndex = Math.floor(segmentPosition);\n const localT = segmentPosition - segmentIndex;\n\n // Handle edge case where t = 1 (end of line)\n const actualSegmentIndex =\n segmentIndex >= effectiveSegments ? effectiveSegments - 1 : segmentIndex;\n const actualLocalT = segmentIndex >= effectiveSegments ? 1 : localT;\n\n // Get the anchor pair for this segment\n const pair = this._anchorPairs[actualSegmentIndex];\n if (!pair || pair.length < 2 || !pair[0] || !pair[1]) {\n // Fallback to first anchor if something goes wrong\n return new ColorPoint({\n color: this.anchorPoints[0]?.color || [0, 0, 0],\n invertedLightness: this._invertedLightness,\n });\n }\n\n const p1position = pair[0].position;\n const p2position = pair[1].position;\n\n // Apply the same easing logic as in updateAnchorPairs\n const shouldInvertEase =\n this.shouldInvertEaseForSegment(actualSegmentIndex);\n\n // Use the existing vectorOnLine function for consistent interpolation\n const xyz = vectorOnLine(\n actualLocalT,\n p1position,\n p2position,\n shouldInvertEase,\n this._positionFunctionX,\n this._positionFunctionY,\n this._positionFunctionZ\n );\n\n return new ColorPoint({\n xyz,\n invertedLightness: this._invertedLightness,\n });\n }\n\n /**\n * Determines whether easing should be inverted for a given segment\n * @param segmentIndex The index of the segment\n * @returns Whether easing should be inverted\n */\n private shouldInvertEaseForSegment(segmentIndex: number): boolean {\n return !!(\n segmentIndex % 2 ||\n (this.connectLastAndFirstAnchor &&\n this.anchorPoints.length === 2 &&\n segmentIndex === 0)\n );\n }\n}\n\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nconst { p5 } = globalThis as any;\n\nif (p5 && p5.VERSION && p5.VERSION.startsWith(\"1.\")) {\n console.info(\"p5 < 1.x detected, adding poline to p5 prototype\");\n\n const poline = new Poline();\n p5.prototype.poline = poline;\n\n const polineColors = () =>\n poline.colors.map(\n (c) => `hsl(${Math.round(c[0])},${c[1] * 100}%,${c[2] * 100}%)`\n );\n\n p5.prototype.registerMethod(\"polineColors\", polineColors);\n\n globalThis.poline = poline;\n globalThis.polineColors = polineColors;\n}\n"], "mappings": 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