"use client"; /** * GravityTagPile, from https://motion-brew.com/components/gravity-tag-pile * * One self contained file: the component, its animated icons and the cn() * helper. Needs React 18 or 19 and Tailwind CSS v4. * * The animated icons are adapted from lucide-animated (https://lucide-animated.com), * MIT License, Copyright (c) 2024-2026 pqoqubbw. Icon shapes from Lucide * (https://lucide.dev), ISC License. Permission is hereby granted, free of * charge, to any person obtaining a copy of this software, to deal in it * without restriction, provided the above copyright notice and this * permission notice are included in all copies or substantial portions. */ import * as React from "react"; import { forwardRef, useCallback, useEffect, useImperativeHandle, useRef, useState } from "react"; import { type ClassValue, clsx } from "clsx"; import { motion, useAnimation, useAnimationFrame, useReducedMotion } from "motion/react"; import { twMerge } from "tailwind-merge"; // cn(): merges Tailwind classes, later ones win. /** Merge Tailwind classes, letting later classes win conflicts. */ function cn(...inputs: ClassValue[]): string { return twMerge(clsx(inputs)); } // Animated icon: rotate-ccw const RotateCCWIcon = (() => { interface RotateCCWIconHandle { startAnimation: () => void; stopAnimation: () => void; } interface RotateCCWIconProps extends React.HTMLAttributes { /** Size in px; by default it follows className, like a lucide icon. */ size?: number; /** Play while true; when set, hover no longer drives it. */ active?: boolean; /** Line weight, like a lucide icon's. Default `2`. */ strokeWidth?: number | string; } const RotateCCWIcon = forwardRef( ({ onMouseEnter, onMouseLeave, className, size, active, style, strokeWidth, ...props }, ref) => { const controls = useAnimation(); const isControlledRef = useRef(false); useImperativeHandle(ref, () => { isControlledRef.current = true; return { startAnimation: () => controls.start("animate"), stopAnimation: () => controls.start("normal"), }; }); const handleMouseEnter = useCallback( (e: React.MouseEvent) => { if (isControlledRef.current) onMouseEnter?.(e); else controls.start("animate"); }, [controls, onMouseEnter] ); const handleMouseLeave = useCallback( (e: React.MouseEvent) => { if (isControlledRef.current) onMouseLeave?.(e); else controls.start("normal"); }, [controls, onMouseLeave] ); // Play with the nearest interactive parent, or whenever `active` is set. // Reduced motion keeps the icon still. const wrap = useRef(null); const reduced = useReducedMotion(); const [hosted, setHosted] = useState(false); useEffect(() => { const fake = {} as React.MouseEvent; if (reduced) { setHosted(true); return; } if (active !== undefined) { setHosted(true); (active ? handleMouseEnter : handleMouseLeave)(fake); return; } const host = wrap.current?.parentElement?.closest("button, a, [role=button], [role=menuitem], [role=tab], [role=switch], [role=radio], label"); setHosted(!!host); if (!host) return; const on = () => handleMouseEnter(fake); const off = () => handleMouseLeave(fake); host.addEventListener("pointerenter", on); host.addEventListener("pointerleave", off); return () => { host.removeEventListener("pointerenter", on); host.removeEventListener("pointerleave", off); }; }, [active, reduced, handleMouseEnter, handleMouseLeave]); return ( svg]:size-full", className)} style={size ? { width: size, height: size, ...style } : style} onMouseEnter={hosted ? undefined : handleMouseEnter} onMouseLeave={hosted ? undefined : handleMouseLeave} {...props} > ); } ); RotateCCWIcon.displayName = "RotateCCWIcon"; return RotateCCWIcon; })(); // GravityTagPile /** * GravityTagPile * * Trigger: drag. Tags drop into the box, bounce, spin and pile up under real * physics, right on the card's own background. Grab any tag to drag it and fling it; sweep the cursor through the * pile to nudge tags aside; click a tag for a little pop (or to follow its * link). Tags squash on hard landings and wobble back. A reset button drops * them again. Every tag is a real button or link, so keyboard and screen * reader users get the plain list. Reduced motion settles the pile instantly. * * Engine: motion/react (useAnimationFrame drives a small built-in capsule * physics solver: each pill is a line segment with a radius, so collisions are * exact and cheap, with no physics library). */ export type GravityTagTheme = "studio" | "pastel" | "candy" | "mono" | "earth"; export interface GravityTag { label: string; /** Background color. Default from the theme. */ color?: string; /** Text color. Default from the theme. */ textColor?: string; /** Small round image before the label. */ image?: string; /** Turns the tag into a link. */ href?: string; } export interface GravityTagPileProps { /** Tags, as labels or objects. Default a set of design skills. */ tags?: (string | GravityTag)[]; /** Tag color preset. The pile itself is transparent, so it sits on whatever card it is in. Default `"studio"`. */ theme?: GravityTagTheme; /** Background pattern. Default `"none"`. */ pattern?: "dots" | "grid" | "none"; /** How tags arrive: `"random"`, in `"sequence"` or all `"together"`. Default `"random"`. */ entrance?: "random" | "sequence" | "together"; /** Downward pull, px/s². Default `2200`. */ gravity?: number; /** Bounciness, 0 to 1. Default `0.3`. */ bounce?: number; /** Grip between tags and walls, 0 to 1. Default `0.6`. */ friction?: number; /** Multiplies the speed a tag keeps when you let go. Default `1`. */ throwStrength?: number; /** How much tags squash on impact, 0 to 1. Default `0.6`. */ squash?: number; /** Moving the cursor through the pile nudges tags. Default `true`. */ cursorPush?: boolean; /** Hairline border on each tag. Default `true`. */ border?: boolean; /** Drop shadow under each tag. Default `true`. */ shadow?: boolean; /** Image size in px. Default `26`. */ imageSize?: number; /** Optional heading behind the pile. None by default. */ title?: string; /** Optional line under the heading. */ description?: string; titleClassName?: string; descriptionClassName?: string; /** Classes for every tag (padding, font, size). */ tagClassName?: string; /** Show a drop-again button in the corner. Default `false`. */ showReset?: boolean; /** Called when a tag is clicked (not dragged). */ onTagClick?: (tag: GravityTag, index: number) => void; className?: string; } /** Solid tag colors, as [background, text]. Cycled in order. */ const THEMES: Record = { studio: [ ["#3d66d6", "#ffffff"], ["#d6498f", "#ffffff"], ["#242423", "#ffffff"], ["#269a5a", "#ffffff"], ["#9150e0", "#ffffff"], ["#ffffff", "#242423"], ["#e8711a", "#ffffff"], ["#1f8fb0", "#ffffff"], ], pastel: [ ["#dbe4ff", "#1e3a8a"], ["#ffd8e8", "#831843"], ["#e9dcff", "#4c1d95"], ["#d3f2e0", "#14532d"], ["#ffe4c7", "#7c2d12"], ["#fff1b0", "#713f12"], ], candy: [ ["#ff5fa2", "#ffffff"], ["#ffd43b", "#3b2f00"], ["#4dabf7", "#ffffff"], ["#b197fc", "#ffffff"], ["#63e6be", "#063b2c"], ["#ffa94d", "#3b1d00"], ], mono: [ ["#242423", "#ffffff"], ["#ffffff", "#242423"], ["#e4e4e2", "#242423"], ], earth: [ ["#c7783f", "#ffffff"], ["#8fae7d", "#122016"], ["#3f5e45", "#e8f0e3"], ["#d9b44a", "#2a2206"], ["#e8dcc4", "#1d2b22"], ], }; const PATTERN_INK = "color-mix(in srgb, currentColor 9%, transparent)"; const DEFAULT_TAGS = [ "Motion design", "React", "TypeScript", "Brand systems", "Prototyping", "Figma", "Accessibility", "Tailwind", "Illustration", "GSAP", "Art direction", ]; // --------------------------------------------------------------------------- // Physics: every tag is a capsule (a segment of half length `hw` and radius `r`). interface Body { x: number; y: number; a: number; vx: number; vy: number; w: number; hw: number; r: number; width: number; height: number; im: number; ii: number; live: boolean; /** Squash offset and its velocity (a wobbly spring). */ s: number; sv: number; /** Pop offset and its velocity. */ p: number; pv: number; } interface Contact { a: Body; b: Body | null; px: number; py: number; nx: number; ny: number; pen: number; } const DT = 1 / 120; const ITERATIONS = 8; const MAX_SPEED = 4000; const MAX_SPIN = 30; /** The pile sleeps once no tag moves more than `REST_MOVE` px (or turns `REST_TURN` rad) over a `REST_WINDOW` second window. */ const REST_MOVE = 1.2; const REST_TURN = 0.02; const REST_WINDOW = 0.3; function makeBody(width: number, height: number): Body { const m = (width * height) / 1000; const inertia = (m * (width * width + height * height)) / 12; return { x: 0, y: 0, a: 0, vx: 0, vy: 0, w: 0, hw: Math.max(0, (width - height) / 2), r: height / 2, width, height, im: 1 / m, ii: 1 / inertia, live: false, s: 0, sv: 0, p: 0, pv: 0, }; } const clamp01 = (v: number) => Math.max(0, Math.min(1, v)); function ends(b: Body): [number, number, number, number] { const cx = Math.cos(b.a) * b.hw; const cy = Math.sin(b.a) * b.hw; return [b.x - cx, b.y - cy, b.x + cx, b.y + cy]; } function closestOnSeg(px: number, py: number, ax: number, ay: number, bx: number, by: number): [number, number] { const dx = bx - ax; const dy = by - ay; const len = dx * dx + dy * dy; const t = len > 1e-9 ? clamp01(((px - ax) * dx + (py - ay) * dy) / len) : 0; return [ax + dx * t, ay + dy * t]; } /** Closest points between two segments (Ericson, Real-Time Collision Detection). */ function segSeg( p1x: number, p1y: number, q1x: number, q1y: number, p2x: number, p2y: number, q2x: number, q2y: number, ): [number, number, number, number] { const d1x = q1x - p1x, d1y = q1y - p1y; const d2x = q2x - p2x, d2y = q2y - p2y; const rx = p1x - p2x, ry = p1y - p2y; const a = d1x * d1x + d1y * d1y; const e = d2x * d2x + d2y * d2y; const f = d2x * rx + d2y * ry; let s = 0; let t = 0; if (a <= 1e-9 && e <= 1e-9) { s = t = 0; } else if (a <= 1e-9) { t = clamp01(f / e); } else { const c = d1x * rx + d1y * ry; if (e <= 1e-9) { s = clamp01(-c / a); } else { const b = d1x * d2x + d1y * d2y; const denom = a * e - b * b; s = denom !== 0 ? clamp01((b * f - c * e) / denom) : 0; t = (b * s + f) / e; if (t < 0) (t = 0), (s = clamp01(-c / a)); else if (t > 1) (t = 1), (s = clamp01((b - c) / a)); } } return [p1x + d1x * s, p1y + d1y * s, p2x + d2x * t, p2y + d2y * t]; } /** Contacts grouped per touching pair (or body and wall). */ function collect(list: Body[], W: number, H: number): Contact[][] { const groups: Contact[][] = []; for (let i = 0; i < list.length; i++) { const A = list[i]!; const [a0x, a0y, a1x, a1y] = ends(A); const aEnds = A.hw > 0 ? [[a0x, a0y], [a1x, a1y]] : [[a0x, a0y]]; // Walls: left, right, floor. The top is open so thrown tags can fly out and fall back. const walls: [nx: number, ny: number, dist: (x: number, y: number) => number][] = [ [-1, 0, (x) => x], [1, 0, (x) => W - x], [0, 1, (_x, y) => H - y], ]; for (const [nx, ny, dist] of walls) { const group: Contact[] = []; for (const [ex, ey] of aEnds as [number, number][]) { const pen = A.r - dist(ex, ey); if (pen > 0) group.push({ a: A, b: null, px: ex + nx * (A.r - pen / 2), py: ey + ny * (A.r - pen / 2), nx, ny, pen }); } if (group.length) groups.push(group); } for (let j = i + 1; j < list.length; j++) { const B = list[j]!; const reach = A.hw + A.r + B.hw + B.r; if (Math.abs(A.x - B.x) > reach || Math.abs(A.y - B.y) > reach) continue; const [b0x, b0y, b1x, b1y] = ends(B); const rs = A.r + B.r; const pairs: [number, number, number, number][] = []; // Endpoint to segment checks give two contacts when tags lie flat on each other, which stacks stably. for (const [ex, ey] of aEnds as [number, number][]) pairs.push([ex, ey, ...closestOnSeg(ex, ey, b0x, b0y, b1x, b1y)]); if (B.hw > 0) { for (const [ex, ey] of [[b0x, b0y], [b1x, b1y]] as [number, number][]) { const [qx, qy] = closestOnSeg(ex, ey, a0x, a0y, a1x, a1y); pairs.push([qx, qy, ex, ey]); } } else { const [qx, qy] = closestOnSeg(b0x, b0y, a0x, a0y, a1x, a1y); pairs.push([qx, qy, b0x, b0y]); } // Crossing segments: the true closest pair. pairs.push(segSeg(a0x, a0y, a1x, a1y, b0x, b0y, b1x, b1y)); const group: Contact[] = []; for (const [pax, pay, pbx, pby] of pairs) { let dx = pbx - pax; let dy = pby - pay; const d = Math.hypot(dx, dy); if (d >= rs) continue; if (d > 1e-6) (dx /= d), (dy /= d); else { const cx = B.x - A.x; const cy = B.y - A.y; const cl = Math.hypot(cx, cy) || 1; (dx = cx / cl || 0), (dy = cy / cl || 1); } const px = (pax + dx * A.r + pbx - dx * B.r) / 2; const py = (pay + dy * A.r + pby - dy * B.r) / 2; if (group.some((c) => Math.abs(c.px - px) < 2 && Math.abs(c.py - py) < 2)) continue; group.push({ a: A, b: B, px, py, nx: dx, ny: dy, pen: rs - d }); } if (group.length) groups.push(group); } } return groups; } interface Params { gravity: number; bounce: number; friction: number; squash: number; } function resolve(c: Contact, P: Params, first: boolean) { const { a: A, b: B, nx, ny } = c; const rax = c.px - A.x, ray = c.py - A.y; const rbx = B ? c.px - B.x : 0, rby = B ? c.py - B.y : 0; const imB = B ? B.im : 0, iiB = B ? B.ii : 0; const relV = () => { const vax = A.vx - A.w * ray, vay = A.vy + A.w * rax; const vbx = B ? B.vx - B.w * rby : 0, vby = B ? B.vy + B.w * rbx : 0; return [vax - vbx, vay - vby] as const; }; let [rvx, rvy] = relV(); const vn = rvx * nx + rvy * ny; if (vn <= 0) return; const rnA = rax * ny - ray * nx; const rnB = rbx * ny - rby * nx; const k = A.im + rnA * rnA * A.ii + imB + rnB * rnB * iiB; const e = vn > 90 ? P.bounce : 0; const j = ((1 + e) * vn) / k; A.vx -= j * nx * A.im; A.vy -= j * ny * A.im; A.w -= rnA * j * A.ii; if (B) { B.vx += j * nx * B.im; B.vy += j * ny * B.im; B.w += rnB * j * B.ii; } if (first && vn > 140 && P.squash > 0) { const kick = Math.min(vn, 1600) * 0.00032 * P.squash; A.sv += kick; if (B) B.sv += kick; } // Coulomb friction along the sliding direction. [rvx, rvy] = relV(); const vnn = rvx * nx + rvy * ny; let tx = rvx - vnn * nx; let ty = rvy - vnn * ny; const vt = Math.hypot(tx, ty); if (vt < 1e-6) return; (tx /= vt), (ty /= vt); const rtA = rax * ty - ray * tx; const rtB = rbx * ty - rby * tx; const kt = A.im + rtA * rtA * A.ii + imB + rtB * rtB * iiB; const jt = Math.min(vt / kt, P.friction * j); A.vx -= jt * tx * A.im; A.vy -= jt * ty * A.im; A.w -= rtA * jt * A.ii; if (B) { B.vx += jt * tx * B.im; B.vy += jt * ty * B.im; B.w += rtB * jt * B.ii; } } function shuffle(list: T[]) { const out = [...list]; for (let i = out.length - 1; i > 0; i--) { const j = Math.floor(Math.random() * (i + 1)); [out[i], out[j]] = [out[j]!, out[i]!]; } return out; } // --------------------------------------------------------------------------- interface Drag { i: number; lx: number; ly: number; px: number; py: number; sx: number; sy: number; moved: boolean; } export const GravityTagPile = React.forwardRef(function GravityTagPile( { tags = DEFAULT_TAGS, theme = "studio", pattern = "none", entrance = "random", gravity = 2200, bounce = 0.3, friction = 0.6, throwStrength = 1, squash = 0.6, cursorPush = true, border = true, shadow = true, imageSize = 26, title, description, titleClassName, descriptionClassName, tagClassName, showReset = false, onTagClick, className, }, forwardedRef, ) { const still = !!useReducedMotion(); const palette = THEMES[theme]; const items = React.useMemo(() => tags.map((tag) => (typeof tag === "string" ? { label: tag } : tag)), [tags]); const tagsKey = items.map((x) => x.label).join("\u0000"); const root = React.useRef(null); React.useImperativeHandle(forwardedRef, () => root.current as HTMLDivElement); const els = React.useRef<(HTMLElement | null)[]>([]); const bodies = React.useRef([]); const box = React.useRef({ w: 0, h: 0 }); const params = React.useRef({ gravity, bounce, friction, squash, throwStrength, cursorPush, entrance, }); params.current = { gravity, bounce, friction, squash, throwStrength, cursorPush, entrance }; React.useEffect(() => { asleep.current = false; idle.current = 0; }, [gravity, bounce, friction, squash]); const drag = React.useRef(null); const swallowClick = React.useRef(false); const cursor = React.useRef({ x: 0, y: 0, t: 0 }); const onScreen = React.useRef(true); const timers = React.useRef([]); const acc = React.useRef(0); const asleep = React.useRef(false); const idle = React.useRef(0); const snapshot = React.useRef([]); const wake = React.useCallback(() => { asleep.current = false; idle.current = 0; snapshot.current = []; }, []); const [spins, setSpins] = React.useState(0); const step = React.useCallback((dt: number) => { const P = params.current; const { w: W, h: H } = box.current; const list = bodies.current.filter((b) => b.live); for (const b of list) { b.vy += P.gravity * dt; const lin = 1 - 0.12 * dt; b.vx *= lin; b.vy *= lin; b.w *= 1 - 1.4 * dt; } // Grab: a stiff spring pulls the grabbed point toward the pointer, so tags swing naturally from where you hold them. const d = drag.current; const held = d ? bodies.current[d.i] : undefined; if (d && held?.live) { const c = Math.cos(held.a), s = Math.sin(held.a); const rx = d.lx * c - d.ly * s; const ry = d.lx * s + d.ly * c; const vpx = held.vx - held.w * ry; const vpy = held.vy + held.w * rx; const dvx = (d.px - (held.x + rx)) * 28 - vpx; const dvy = (d.py - (held.y + ry)) * 28 - vpy; const kx = held.im + ry * ry * held.ii; const jx = (dvx / kx) * 0.6; held.vx += jx * held.im; held.w += -ry * jx * held.ii; const ky = held.im + rx * rx * held.ii; const jy = (dvy / ky) * 0.6; held.vy += jy * held.im; held.w += rx * jy * held.ii; held.w *= 0.96; } const contacts = collect(list, W, H).flat(); for (let it = 0; it < ITERATIONS; it++) for (const c of contacts) resolve(c, P, it === 0); for (const b of list) { const sp = Math.hypot(b.vx, b.vy); if (sp > MAX_SPEED) (b.vx *= MAX_SPEED / sp), (b.vy *= MAX_SPEED / sp); b.w = Math.max(-MAX_SPIN, Math.min(MAX_SPIN, b.w)); b.x += b.vx * dt; b.y += b.vy * dt; b.a += b.w * dt; // Squash and pop are wobbly springs, purely visual. b.sv += (-700 * b.s - 14 * b.sv) * dt; b.s = Math.max(-0.3, Math.min(0.3, b.s + b.sv * dt)); b.pv += (-520 * b.p - 15 * b.pv) * dt; b.p += b.pv * dt; } // Push overlapping shapes apart directly, so piles do not sink or jitter. for (const group of collect(list, W, H)) { let c = group[0]!; for (const g of group) if (g.pen > c.pen) c = g; const pen = c.pen - 0.25; if (pen <= 0) continue; const imB = c.b ? c.b.im : 0; const corr = (pen * 0.7) / (c.a.im + imB); c.a.x -= c.nx * corr * c.a.im; c.a.y -= c.ny * corr * c.a.im; if (c.b) { c.b.x += c.nx * corr * imB; c.b.y += c.ny * corr * imB; } } }, []); const paint = React.useCallback(() => { bodies.current.forEach((b, i) => { const el = els.current[i]; if (!el) return; if (!b.live) { el.style.visibility = "hidden"; return; } el.style.visibility = "visible"; const k = 1 + b.p; el.style.transform = `translate(${(b.x - b.width / 2).toFixed(2)}px, ${(b.y - b.height / 2).toFixed(2)}px) rotate(${b.a.toFixed(4)}rad) scale(${((1 + b.s * 0.55) * k).toFixed(4)}, ${((1 - b.s) * k).toFixed(4)})`; }); }, []); const drop = React.useCallback(() => { timers.current.forEach((id) => window.clearTimeout(id)); timers.current = []; drag.current = null; wake(); const { w: W } = box.current; if (!W) return; const list = els.current.slice(0, items.length).map((el) => makeBody(el?.offsetWidth ?? 80, el?.offsetHeight ?? 34)); bodies.current = list; const mode = still ? "together" : params.current.entrance; const spawn = (b: Body) => { const span = Math.max(0, W - b.width - 8); b.x = 4 + b.width / 2 + Math.random() * span; b.y = -b.height; b.a = (Math.random() - 0.5) * 0.6; b.w = (Math.random() - 0.5) * 3; b.live = true; wake(); }; if (mode === "together") { // Pack the tags into rows just above the box and let them all fall at once. let x = 6; let rowY = -10; let rowH = 0; for (const b of shuffle(list)) { if (x + b.width > W - 6 && x > 6) { x = 6; rowY -= rowH + 12; rowH = 0; } b.x = x + b.width / 2; b.y = rowY - b.height / 2; b.a = (Math.random() - 0.5) * 0.25; b.live = true; x += b.width + 6 + Math.random() * 14; rowH = Math.max(rowH, b.height); } } else { const order = mode === "sequence" ? list : shuffle(list); order.forEach((b, k) => { const delay = mode === "sequence" ? k * 90 : Math.random() * 1100; timers.current.push(window.setTimeout(() => spawn(b), delay)); }); } if (still) { for (let i = 0; i < 1200; i++) step(DT); for (const b of list) (b.vx = b.vy = b.w = b.s = b.sv = b.p = b.pv = 0); asleep.current = true; } paint(); }, [items.length, still, step, paint, wake]); // Size the box, and drop the tags once it has a size. React.useLayoutEffect(() => { const el = root.current; if (!el) return; const measure = () => { const first = box.current.w === 0; box.current = { w: el.clientWidth, h: el.clientHeight }; wake(); if (first && box.current.w > 0) drop(); }; measure(); const ro = new ResizeObserver(measure); ro.observe(el); return () => ro.disconnect(); }, [drop]); // New tags: drop again. Web fonts arriving late: refit each body to its real size. React.useEffect(() => { if (box.current.w > 0) drop(); let alive = true; document.fonts?.ready.then(() => { if (!alive) return; bodies.current.forEach((b, i) => { const el = els.current[i]; if (!el) return; const fresh = makeBody(el.offsetWidth, el.offsetHeight); Object.assign(b, { hw: fresh.hw, r: fresh.r, width: fresh.width, height: fresh.height, im: fresh.im, ii: fresh.ii }); }); wake(); }); return () => { alive = false; timers.current.forEach((id) => window.clearTimeout(id)); }; // eslint-disable-next-line react-hooks/exhaustive-deps }, [tagsKey]); // Skip the simulation while the pile is off screen. React.useEffect(() => { const el = root.current; if (!el) return; const io = new IntersectionObserver(([entry]) => void (onScreen.current = !!entry?.isIntersecting)); io.observe(el); return () => io.disconnect(); }, []); useAnimationFrame((_, delta) => { if (!onScreen.current || !bodies.current.length || asleep.current) return; acc.current += Math.min(delta, 50) / 1000; while (acc.current >= DT) { step(DT); acc.current -= DT; } paint(); // Sleep once the whole pile has stopped moving, so it rests perfectly still and costs nothing. idle.current += Math.min(delta, 50) / 1000; if (idle.current < REST_WINDOW) return; idle.current = 0; const list = bodies.current; const prev = snapshot.current; const calm = !drag.current && prev.length === list.length * 3 && list.every( (b, i) => b.live && Math.hypot(b.x - prev[i * 3]!, b.y - prev[i * 3 + 1]!) < REST_MOVE && Math.abs(b.a - prev[i * 3 + 2]!) < REST_TURN, ); if (calm) { for (const b of list) (b.vx = b.vy = b.w = b.s = b.sv = b.p = b.pv = 0); asleep.current = true; paint(); } else { snapshot.current = list.flatMap((b) => [b.x, b.y, b.a]); } }); const local = (e: React.PointerEvent) => { const r = root.current!.getBoundingClientRect(); return { x: e.clientX - r.left, y: e.clientY - r.top }; }; const pop = (i: number) => { const b = bodies.current[i]; if (!b?.live) return; wake(); b.pv += still ? 0 : 4; if (!still) { b.vy -= 380; b.w += (Math.random() - 0.5) * 6; } }; const tagHandlers = (i: number) => ({ onPointerDown: (e: React.PointerEvent) => { if (e.button !== 0) return; const b = bodies.current[i]; if (!b?.live) return; e.currentTarget.setPointerCapture(e.pointerId); wake(); const { x, y } = local(e); const dx = x - b.x; const dy = y - b.y; const c = Math.cos(-b.a), s = Math.sin(-b.a); drag.current = { i, lx: dx * c - dy * s, ly: dx * s + dy * c, px: x, py: y, sx: x, sy: y, moved: false }; swallowClick.current = false; }, onPointerMove: (e: React.PointerEvent) => { const d = drag.current; if (!d || d.i !== i) return; const { x, y } = local(e); d.px = x; d.py = y; if (Math.hypot(x - d.sx, y - d.sy) > 5) d.moved = true; }, onPointerUp: () => release(i), onPointerCancel: () => release(i), onClick: (e: React.MouseEvent) => { if (swallowClick.current) { e.preventDefault(); swallowClick.current = false; return; } pop(i); onTagClick?.(items[i]!, i); }, onDragStart: (e: React.DragEvent) => e.preventDefault(), }); const release = (i: number) => { const d = drag.current; if (!d || d.i !== i) return; const b = bodies.current[i]; if (d.moved && b) { swallowClick.current = true; const k = params.current.throwStrength; b.vx *= k; b.vy *= k; b.w *= Math.min(k, 1.5); } drag.current = null; }; // Sweeping the cursor through the pile nudges whatever it brushes. const onRootPointerMove = (e: React.PointerEvent) => { const { x, y } = local(e); const now = performance.now(); const prev = cursor.current; const dt = Math.max(8, now - prev.t) / 1000; cursor.current = { x, y, t: now }; if (drag.current || e.pointerType !== "mouse" || !params.current.cursorPush || still || dt > 0.1) return; const cvx = Math.max(-1500, Math.min(1500, (x - prev.x) / dt)); const cvy = Math.max(-1500, Math.min(1500, (y - prev.y) / dt)); for (const b of bodies.current) { if (!b.live) continue; const [a0x, a0y, a1x, a1y] = ends(b); const [qx, qy] = closestOnSeg(x, y, a0x, a0y, a1x, a1y); if (Math.hypot(x - qx, y - qy) > b.r + 10) continue; wake(); const dvx = cvx * 0.14; const dvy = cvy * 0.14; b.vx += dvx; b.vy += dvy; b.w += ((x - b.x) * dvy - (y - b.y) * dvx) * 0.0012; } }; const patternStyle: React.CSSProperties = pattern === "dots" ? { backgroundImage: `radial-gradient(${PATTERN_INK} 1.2px, transparent 1.7px)`, backgroundSize: "18px 18px" } : pattern === "grid" ? { backgroundImage: `linear-gradient(${PATTERN_INK} 1px, transparent 1px), linear-gradient(90deg, ${PATTERN_INK} 1px, transparent 1px)`, backgroundSize: "28px 28px", } : {}; const shadows = [ border ? "inset 0 0 0 1px rgba(0,0,0,0.07)" : "", shadow ? "0 1px 1px rgba(0,0,0,0.06), 0 6px 14px -8px rgba(0,0,0,0.3)" : "", ] .filter(Boolean) .join(", "); return (
{(title || description) && (
{title &&

{title}

} {description && (

{description}

)}
)} {showReset && ( { setSpins((s) => s + 1); drop(); }} whileHover={{ scale: 1.06 }} whileTap={{ scale: 0.92 }} className="absolute right-4 top-4 z-20 grid size-9 cursor-pointer place-items-center rounded-full bg-[#242423]/6 outline-none transition-colors hover:bg-[#242423]/11 focus-visible:ring-2 focus-visible:ring-current dark:bg-white/10" > )} {items.map((tag, i) => { const [bg, fg] = palette[i % palette.length]!; const Tag = tag.href ? "a" : "button"; return ( void (els.current[i] = el)} {...(tag.href ? { href: tag.href, draggable: false } : { type: "button" as const })} {...tagHandlers(i)} className={cn( "absolute left-0 top-0 z-10 inline-flex cursor-grab touch-none select-none items-center gap-2 whitespace-nowrap rounded-full px-5 py-3 text-[16px] font-medium leading-none outline-none will-change-transform active:cursor-grabbing focus-visible:ring-2 focus-visible:ring-offset-2", tag.image && "pl-2", tagClassName, )} style={{ visibility: "hidden", background: tag.color ?? bg, color: tag.textColor ?? fg, boxShadow: shadows || undefined }} > {tag.image && ( )} {tag.label} ); })}
); });