Merge branch 'main' into feat/true-focus

This commit is contained in:
David
2025-07-12 10:05:54 +03:00
committed by GitHub
9 changed files with 1016 additions and 4 deletions

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@@ -39,7 +39,7 @@
.footer-description {
font-size: 1rem;
color: rgba(161, 148, 184, 0.9);
color: rgba(148, 184, 164, 0.9);
margin: 0;
font-weight: 400;
display: flex;
@@ -66,7 +66,7 @@
.footer-copyright {
font-size: 0.85rem;
color: rgba(161, 148, 184, 0.7);
color: rgba(148, 184, 163, 0.7);
margin: 0;
font-weight: 400;
}

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@@ -19,7 +19,8 @@ export const CATEGORIES = [
'Falling Text',
'Text Cursor',
'Decrypted Text',
'True Focus'
'True Focus',
'Scroll Float',
]
},
{
@@ -60,6 +61,7 @@ export const CATEGORIES = [
name: 'Backgrounds',
subcategories: [
'Aurora',
'Beams',
'Dot Grid',
'Silk',
'Lightning',
@@ -71,4 +73,4 @@ export const CATEGORIES = [
'Threads',
],
}
];
];

View File

@@ -24,6 +24,7 @@ const textAnimations = {
'text-cursor': () => import("../demo/TextAnimations/TextCursorDemo.vue"),
'decrypted-text': () => import("../demo/TextAnimations/DecryptedTextDemo.vue"),
'true-focus': () => import("../demo/TextAnimations/TrueFocusDemo.vue"),
'scroll-float': () => import("../demo/TextAnimations/ScrollFloatDemo.vue"),
};
const components = {
@@ -55,6 +56,7 @@ const backgrounds = {
'iridescence': () => import("../demo/Backgrounds/IridescenceDemo.vue"),
'threads': () => import("../demo/Backgrounds/ThreadsDemo.vue"),
'aurora': () => import("../demo/Backgrounds/AuroraDemo.vue"),
'beams': () => import("../demo/Backgrounds/BeamsDemo.vue"),
};
export const componentMap = {

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@@ -0,0 +1,36 @@
import code from '@content/Backgrounds/Beams/Beams.vue?raw'
import type { CodeObject } from '../../../types/code'
export const beams: CodeObject = {
cli: `npx jsrepo add https://vue-bits.dev/ui/Backgrounds/Beams`,
installation: `npm install three`,
usage: `<template>
<div class="beams-container">
<Beams
:beam-width="2"
:beam-height="15"
:beam-number="12"
:light-color="'#ffffff'"
:speed="2"
:noise-intensity="1.75"
:scale="0.2"
:rotation="0"
/>
</div>
</template>
<script setup lang="ts">
import Beams from "./Beams.vue";
</script>
<style scoped>
.beams-container {
width: 100%;
height: 500px;
position: relative;
overflow: hidden;
background: #000;
}
</style>`,
code
}

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@@ -0,0 +1,25 @@
import code from '@content/TextAnimations/ScrollFloat/ScrollFloat.vue?raw'
import type { CodeObject } from '../../../types/code'
export const scrollFloatCode: CodeObject = {
cli: `npx jsrepo add https://vue-bits.dev/ui/TextAnimations/ScrollFloat`,
usage: `<template>
<ScrollFloat
:children="scrollText"
:animation-duration="animationDuration"
:ease="ease"
:scroll-start="scrollStart"
:scroll-end="scrollEnd"
:stagger="stagger"
:container-class-name="containerClassName"
:text-class-name="textClassName"
:scroll-container-ref="{ current: containerRef }"
:key="rerenderKey"
/>
</template>
<script setup lang="ts">
import ScrollFloat from "./ScrollFloat.vue";
</script>`,
code
}

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@@ -0,0 +1,455 @@
<template>
<div ref="containerRef" class="beams-container w-full h-full relative" />
</template>
<script setup lang="ts">
import { ref, onMounted, onUnmounted, watch, computed } from 'vue'
import * as THREE from 'three'
import { degToRad } from 'three/src/math/MathUtils.js'
interface BeamsProps {
beamWidth?: number
beamHeight?: number
beamNumber?: number
lightColor?: string
speed?: number
noiseIntensity?: number
scale?: number
rotation?: number
}
const props = withDefaults(defineProps<BeamsProps>(), {
beamWidth: 2,
beamHeight: 15,
beamNumber: 12,
lightColor: '#ffffff',
speed: 2,
noiseIntensity: 1.75,
scale: 0.2,
rotation: 0
})
const containerRef = ref<HTMLDivElement>()
let renderer: THREE.WebGLRenderer | null = null
let scene: THREE.Scene | null = null
let camera: THREE.PerspectiveCamera | null = null
let beamMesh: THREE.Mesh<THREE.BufferGeometry, THREE.ShaderMaterial> | null = null
let directionalLight: THREE.DirectionalLight | null = null
let ambientLight: THREE.AmbientLight | null = null
let animationId: number | null = null
type UniformValue = THREE.IUniform<unknown> | unknown
interface ExtendMaterialConfig {
header: string
vertexHeader?: string
fragmentHeader?: string
material?: THREE.MeshPhysicalMaterialParameters & { fog?: boolean }
uniforms?: Record<string, UniformValue>
vertex?: Record<string, string>
fragment?: Record<string, string>
}
type ShaderWithDefines = THREE.ShaderLibShader & {
defines?: Record<string, string | number | boolean>
}
const hexToNormalizedRGB = (hex: string): [number, number, number] => {
const clean = hex.replace('#', '')
const r = parseInt(clean.substring(0, 2), 16)
const g = parseInt(clean.substring(2, 4), 16)
const b = parseInt(clean.substring(4, 6), 16)
return [r / 255, g / 255, b / 255]
}
const noise = `
float random (in vec2 st) {
return fract(sin(dot(st.xy,
vec2(12.9898,78.233)))*
43758.5453123);
}
float noise (in vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}
float cnoise(vec3 P){
vec3 Pi0 = floor(P);
vec3 Pi1 = Pi0 + vec3(1.0);
Pi0 = mod(Pi0, 289.0);
Pi1 = mod(Pi1, 289.0);
vec3 Pf0 = fract(P);
vec3 Pf1 = Pf0 - vec3(1.0);
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 / 7.0;
vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 / 7.0;
vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000,g000),dot(g010,g010),dot(g100,g100),dot(g110,g110)));
g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001,g001),dot(g011,g011),dot(g101,g101),dot(g111,g111)));
g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x,Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x,Pf1.y,Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy,Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy,Pf1.z));
float n101 = dot(g101, vec3(Pf1.x,Pf0.y,Pf1.z));
float n011 = dot(g011, vec3(Pf0.x,Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000,n100,n010,n110),vec4(n001,n101,n011,n111),fade_xyz.z);
vec2 n_yz = mix(n_z.xy,n_z.zw,fade_xyz.y);
float n_xyz = mix(n_yz.x,n_yz.y,fade_xyz.x);
return 2.2 * n_xyz;
}
`
function extendMaterial<T extends THREE.Material = THREE.Material>(
BaseMaterial: new (params?: THREE.MaterialParameters) => T,
cfg: ExtendMaterialConfig
): THREE.ShaderMaterial {
const physical = THREE.ShaderLib.physical as ShaderWithDefines
const {
vertexShader: baseVert,
fragmentShader: baseFrag,
uniforms: baseUniforms,
} = physical
const baseDefines = physical.defines ?? {}
const uniforms: Record<string, THREE.IUniform> =
THREE.UniformsUtils.clone(baseUniforms)
const defaults = new BaseMaterial(cfg.material || {}) as T & {
color?: THREE.Color
roughness?: number
metalness?: number
envMap?: THREE.Texture
envMapIntensity?: number
}
if (defaults.color) uniforms.diffuse.value = defaults.color
if ('roughness' in defaults) uniforms.roughness.value = defaults.roughness
if ('metalness' in defaults) uniforms.metalness.value = defaults.metalness
if ('envMap' in defaults) uniforms.envMap.value = defaults.envMap
if ('envMapIntensity' in defaults)
uniforms.envMapIntensity.value = defaults.envMapIntensity
Object.entries(cfg.uniforms ?? {}).forEach(([key, u]) => {
uniforms[key] =
u !== null && typeof u === 'object' && 'value' in u
? (u as THREE.IUniform<unknown>)
: ({ value: u } as THREE.IUniform<unknown>)
})
let vert = `${cfg.header}\n${cfg.vertexHeader ?? ''}\n${baseVert}`
let frag = `${cfg.header}\n${cfg.fragmentHeader ?? ''}\n${baseFrag}`
for (const [inc, code] of Object.entries(cfg.vertex ?? {})) {
vert = vert.replace(inc, `${inc}\n${code}`)
}
for (const [inc, code] of Object.entries(cfg.fragment ?? {})) {
frag = frag.replace(inc, `${inc}\n${code}`)
}
const mat = new THREE.ShaderMaterial({
defines: { ...baseDefines },
uniforms,
vertexShader: vert,
fragmentShader: frag,
lights: true,
fog: !!cfg.material?.fog,
})
return mat
}
function createStackedPlanesBufferGeometry(
n: number,
width: number,
height: number,
spacing: number,
heightSegments: number
): THREE.BufferGeometry {
const geometry = new THREE.BufferGeometry()
const numVertices = n * (heightSegments + 1) * 2
const numFaces = n * heightSegments * 2
const positions = new Float32Array(numVertices * 3)
const indices = new Uint32Array(numFaces * 3)
const uvs = new Float32Array(numVertices * 2)
let vertexOffset = 0
let indexOffset = 0
let uvOffset = 0
const totalWidth = n * width + (n - 1) * spacing
const xOffsetBase = -totalWidth / 2
for (let i = 0; i < n; i++) {
const xOffset = xOffsetBase + i * (width + spacing)
const uvXOffset = Math.random() * 300
const uvYOffset = Math.random() * 300
for (let j = 0; j <= heightSegments; j++) {
const y = height * (j / heightSegments - 0.5)
const v0 = [xOffset, y, 0]
const v1 = [xOffset + width, y, 0]
positions.set([...v0, ...v1], vertexOffset * 3)
const uvY = j / heightSegments
uvs.set(
[uvXOffset, uvY + uvYOffset, uvXOffset + 1, uvY + uvYOffset],
uvOffset
)
if (j < heightSegments) {
const a = vertexOffset,
b = vertexOffset + 1,
c = vertexOffset + 2,
d = vertexOffset + 3
indices.set([a, b, c, c, b, d], indexOffset)
indexOffset += 6
}
vertexOffset += 2
uvOffset += 4
}
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3))
geometry.setAttribute('uv', new THREE.BufferAttribute(uvs, 2))
geometry.setIndex(new THREE.BufferAttribute(indices, 1))
geometry.computeVertexNormals()
return geometry
}
const beamMaterial = computed(() =>
extendMaterial(THREE.MeshStandardMaterial, {
header: `
varying vec3 vEye;
varying float vNoise;
varying vec2 vUv;
varying vec3 vPosition;
uniform float time;
uniform float uSpeed;
uniform float uNoiseIntensity;
uniform float uScale;
${noise}`,
vertexHeader: `
float getPos(vec3 pos) {
vec3 noisePos =
vec3(pos.x * 0., pos.y - uv.y, pos.z + time * uSpeed * 3.) * uScale;
return cnoise(noisePos);
}
vec3 getCurrentPos(vec3 pos) {
vec3 newpos = pos;
newpos.z += getPos(pos);
return newpos;
}
vec3 getNormal(vec3 pos) {
vec3 curpos = getCurrentPos(pos);
vec3 nextposX = getCurrentPos(pos + vec3(0.01, 0.0, 0.0));
vec3 nextposZ = getCurrentPos(pos + vec3(0.0, -0.01, 0.0));
vec3 tangentX = normalize(nextposX - curpos);
vec3 tangentZ = normalize(nextposZ - curpos);
return normalize(cross(tangentZ, tangentX));
}`,
fragmentHeader: '',
vertex: {
'#include <begin_vertex>': `transformed.z += getPos(transformed.xyz);`,
'#include <beginnormal_vertex>': `objectNormal = getNormal(position.xyz);`,
},
fragment: {
'#include <dithering_fragment>': `
float randomNoise = noise(gl_FragCoord.xy);
gl_FragColor.rgb -= randomNoise / 15. * uNoiseIntensity;`,
},
material: { fog: true },
uniforms: {
diffuse: new THREE.Color(...hexToNormalizedRGB('#000000')),
time: { shared: true, mixed: true, linked: true, value: 0 },
roughness: 0.3,
metalness: 0.3,
uSpeed: { shared: true, mixed: true, linked: true, value: props.speed },
envMapIntensity: 10,
uNoiseIntensity: props.noiseIntensity,
uScale: props.scale,
},
})
)
const initThreeJS = () => {
if (!containerRef.value) return
cleanup()
const container = containerRef.value
renderer = new THREE.WebGLRenderer({ antialias: true })
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
renderer.setClearColor(0x000000, 1)
scene = new THREE.Scene()
camera = new THREE.PerspectiveCamera(30, 1, 0.1, 1000)
camera.position.set(0, 0, 20)
const geometry = createStackedPlanesBufferGeometry(
props.beamNumber,
props.beamWidth,
props.beamHeight,
0,
100
)
const material = beamMaterial.value
beamMesh = new THREE.Mesh(geometry, material)
const group = new THREE.Group()
group.rotation.z = degToRad(props.rotation)
group.add(beamMesh)
scene.add(group)
directionalLight = new THREE.DirectionalLight(new THREE.Color(props.lightColor), 1)
directionalLight.position.set(0, 3, 10)
const shadowCamera = directionalLight.shadow.camera as THREE.OrthographicCamera
shadowCamera.top = 24
shadowCamera.bottom = -24
shadowCamera.left = -24
shadowCamera.right = 24
shadowCamera.far = 64
directionalLight.shadow.bias = -0.004
scene.add(directionalLight)
ambientLight = new THREE.AmbientLight(0xffffff, 1)
scene.add(ambientLight)
container.appendChild(renderer.domElement)
const resize = () => {
if (!container || !renderer || !camera) return
const width = container.offsetWidth
const height = container.offsetHeight
renderer.setSize(width, height)
camera.aspect = width / height
camera.updateProjectionMatrix()
}
const resizeObserver = new ResizeObserver(resize)
resizeObserver.observe(container)
resize()
const animate = () => {
animationId = requestAnimationFrame(animate)
if (beamMesh && beamMesh.material) {
beamMesh.material.uniforms.time.value += 0.1 * 0.016
}
if (renderer && scene && camera) {
renderer.render(scene, camera)
}
}
animationId = requestAnimationFrame(animate)
;(container as HTMLDivElement & { _resizeObserver?: ResizeObserver })._resizeObserver = resizeObserver
}
const cleanup = () => {
if (animationId) {
cancelAnimationFrame(animationId)
animationId = null
}
if (containerRef.value) {
const container = containerRef.value as HTMLDivElement & { _resizeObserver?: ResizeObserver }
if (container._resizeObserver) {
container._resizeObserver.disconnect()
delete container._resizeObserver
}
if (renderer && renderer.domElement.parentNode === container) {
container.removeChild(renderer.domElement)
}
}
if (beamMesh) {
if (beamMesh.geometry) beamMesh.geometry.dispose()
if (beamMesh.material) beamMesh.material.dispose()
beamMesh = null
}
if (renderer) {
renderer.dispose()
renderer = null
}
scene = null
camera = null
directionalLight = null
ambientLight = null
}
watch(
() => [
props.beamWidth,
props.beamHeight,
props.beamNumber,
props.lightColor,
props.speed,
props.noiseIntensity,
props.scale,
props.rotation,
],
() => {
initThreeJS()
},
{ deep: true }
)
onMounted(() => {
initThreeJS()
})
onUnmounted(() => {
cleanup()
})
</script>

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@@ -0,0 +1,123 @@
<template>
<h2 ref="containerRef" :class="`overflow-hidden ${containerClassName}`">
<span :class="`inline-block text-center leading-relaxed font-black ${textClassName}`" style="font-size: clamp(1.6rem, 8vw, 10rem);">
<span
v-for="(char, index) in splitText"
:key="index"
class="inline-block char"
>
{{ char === " " ? "\u00A0" : char }}
</span>
</span>
</h2>
</template>
<script setup lang="ts">
import { ref, computed, onMounted, onUnmounted, watch } from 'vue';
import { gsap } from 'gsap';
import { ScrollTrigger } from 'gsap/ScrollTrigger';
gsap.registerPlugin(ScrollTrigger);
interface Props {
children: string;
scrollContainerRef?: { current: HTMLElement | null };
containerClassName?: string;
textClassName?: string;
animationDuration?: number;
ease?: string;
scrollStart?: string;
scrollEnd?: string;
stagger?: number;
}
const props = withDefaults(defineProps<Props>(), {
containerClassName: '',
textClassName: '',
animationDuration: 1,
ease: 'back.inOut(2)',
scrollStart: 'center bottom+=50%',
scrollEnd: 'bottom bottom-=40%',
stagger: 0.03
});
const containerRef = ref<HTMLElement | null>(null);
let scrollTriggerInstance: ScrollTrigger | null = null;
const splitText = computed(() => {
const text = typeof props.children === 'string' ? props.children : '';
return text.split("");
});
const initializeAnimation = () => {
const el = containerRef.value;
if (!el) return;
const scroller =
props.scrollContainerRef && props.scrollContainerRef.current
? props.scrollContainerRef.current
: window;
const charElements = el.querySelectorAll('.char');
if (scrollTriggerInstance) {
scrollTriggerInstance.kill();
}
const tl = gsap.fromTo(
charElements,
{
willChange: 'opacity, transform',
opacity: 0,
yPercent: 120,
scaleY: 2.3,
scaleX: 0.7,
transformOrigin: '50% 0%'
},
{
duration: props.animationDuration,
ease: props.ease,
opacity: 1,
yPercent: 0,
scaleY: 1,
scaleX: 1,
stagger: props.stagger,
scrollTrigger: {
trigger: el,
scroller,
start: props.scrollStart,
end: props.scrollEnd,
scrub: true
}
}
);
scrollTriggerInstance = tl.scrollTrigger || null;
};
onMounted(() => {
initializeAnimation();
});
onUnmounted(() => {
if (scrollTriggerInstance) {
scrollTriggerInstance.kill();
}
});
watch(
[
() => props.children,
() => props.scrollContainerRef,
() => props.animationDuration,
() => props.ease,
() => props.scrollStart,
() => props.scrollEnd,
() => props.stagger
],
() => {
initializeAnimation();
},
{ deep: true }
);
</script>

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@@ -0,0 +1,180 @@
<template>
<div class="beams-demo">
<TabbedLayout>
<template #preview>
<div class="demo-container">
<Beams
:beam-width="beamWidth"
:beam-height="beamHeight"
:beam-number="beamNumber"
:light-color="lightColor"
:speed="speed"
:noise-intensity="noiseIntensity"
:scale="scale"
:rotation="rotation"
/>
</div>
<Customize>
<PreviewColor title="Color" :model-value="lightColor" @update:model-value="lightColor = $event" />
<PreviewSlider
title="Beam Width"
:model-value="beamWidth"
@update:model-value="beamWidth = $event"
:min="0.1"
:max="10"
:step="0.1"
/>
<PreviewSlider
title="Beam Height"
:model-value="beamHeight"
@update:model-value="beamHeight = $event"
:min="1"
:max="25"
:step="1"
/>
<PreviewSlider
title="Beam Count"
:model-value="beamNumber"
@update:model-value="beamNumber = $event"
:min="1"
:max="50"
:step="1"
/>
<PreviewSlider
title="Speed"
:model-value="speed"
@update:model-value="speed = $event"
:min="0.1"
:max="10"
:step="0.1"
/>
<PreviewSlider
title="Noise Intensity"
:model-value="noiseIntensity"
@update:model-value="noiseIntensity = $event"
:min="0"
:max="5"
:step="0.05"
/>
<PreviewSlider
title="Noise Scale"
:model-value="scale"
@update:model-value="scale = $event"
:min="0.01"
:max="1"
:step="0.01"
/>
<PreviewSlider
title="Rotation"
:model-value="rotation"
@update:model-value="rotation = $event"
:min="0"
:max="360"
:step="1"
/>
</Customize>
<PropTable :data="propData" />
<Dependencies :dependency-list="['three']" />
</template>
<template #code>
<CodeExample :code-object="beams" />
</template>
<template #cli>
<CliInstallation :command="beams.cli" />
</template>
</TabbedLayout>
</div>
</template>
<script setup lang="ts">
import { ref } from 'vue'
import TabbedLayout from '@/components/common/TabbedLayout.vue'
import PropTable from '@/components/common/PropTable.vue'
import Dependencies from '@/components/code/Dependencies.vue'
import CliInstallation from '@/components/code/CliInstallation.vue'
import CodeExample from '@/components/code/CodeExample.vue'
import Customize from '@/components/common/Customize.vue'
import Beams from '@/content/Backgrounds/Beams/Beams.vue'
import PreviewColor from '@/components/common/PreviewColor.vue'
import PreviewSlider from '@/components/common/PreviewSlider.vue'
import { beams } from '@/constants/code/Backgrounds/beamsCode'
const beamWidth = ref(3)
const beamHeight = ref(30)
const beamNumber = ref(20)
const lightColor = ref('#ffffff')
const speed = ref(2)
const noiseIntensity = ref(1.75)
const scale = ref(0.2)
const rotation = ref(30)
const propData = [
{
name: 'beamWidth',
type: 'number',
default: '2',
description: 'Width of each beam.'
},
{
name: 'beamHeight',
type: 'number',
default: '15',
description: 'Height of each beam.'
},
{
name: 'beamNumber',
type: 'number',
default: '12',
description: 'Number of beams to display.'
},
{
name: 'lightColor',
type: 'string',
default: "'#ffffff'",
description: 'Color of the directional light.'
},
{
name: 'speed',
type: 'number',
default: '2',
description: 'Speed of the animation.'
},
{
name: 'noiseIntensity',
type: 'number',
default: '1.75',
description: 'Intensity of the noise effect overlay.'
},
{
name: 'scale',
type: 'number',
default: '0.2',
description: 'Scale of the noise pattern.'
},
{
name: 'rotation',
type: 'number',
default: '0',
description: 'Rotation of the entire beams system in degrees.'
}
]
</script>
<style scoped>
.demo-container {
overflow: hidden;
padding: 0;
height: 500px;
}
</style>

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<template>
<TabbedLayout>
<template #preview>
<div
ref="containerRef"
class="demo-container"
@wheel="smoothScroll"
>
<div class="scroll-instruction">
Scroll Down
</div>
<div class="scroll-content">
<ScrollFloat
:children="scrollText"
:animation-duration="animationDuration"
:ease="ease"
:scroll-start="scrollStart"
:scroll-end="scrollEnd"
:stagger="stagger"
:container-class-name="containerClassName"
:text-class-name="textClassName"
:scroll-container-ref="{ current: containerRef }"
:key="rerenderKey"
/>
</div>
</div>
<Customize>
<PreviewSlider title="Stagger:" v-model="stagger" :min="0.01" :max="0.1" :step="0.01" value-unit="s" />
<PreviewSlider title="Animation Duration:" v-model="animationDuration" :min="1" :max="10" :step="0.1" value-unit="s" />
</Customize>
<PropTable :data="propData" />
</template>
<template #code>
<CodeExample :code-object="scrollFloatCode" />
</template>
<template #cli>
<CliInstallation :command="scrollFloatCode.cli" />
</template>
</TabbedLayout>
</template>
<script setup lang="ts">
import { ref, onMounted, onUnmounted } from 'vue'
import { gsap } from 'gsap'
import TabbedLayout from '../../components/common/TabbedLayout.vue'
import PropTable from '../../components/common/PropTable.vue'
import CliInstallation from '../../components/code/CliInstallation.vue'
import CodeExample from '../../components/code/CodeExample.vue'
import Customize from '../../components/common/Customize.vue'
import ScrollFloat from '../../content/TextAnimations/ScrollFloat/ScrollFloat.vue'
import PreviewSlider from '../../components/common/PreviewSlider.vue'
import { scrollFloatCode } from '@/constants/code/TextAnimations/scrollFloatCode'
const containerRef = ref<HTMLElement | null>(null)
const scrollText = ref("vuebits")
const animationDuration = ref(1)
const ease = ref('back.inOut(2)')
const scrollStart = ref('center bottom+=50%')
const scrollEnd = ref('bottom bottom-=40%')
const stagger = ref(0.03)
const containerClassName = ref("")
const textClassName = ref("")
const rerenderKey = ref(0)
const smoothScroll = (e: WheelEvent) => {
e.preventDefault()
const container = containerRef.value
if (!container) return
const delta = e.deltaY || e.detail
const scrollAmount = delta * 2
gsap.to(container, {
scrollTop: container.scrollTop + scrollAmount,
duration: 2,
ease: "power3.out",
overwrite: "auto"
})
}
onMounted(() => {
const container = containerRef.value
if (container) {
container.addEventListener('wheel', smoothScroll, { passive: false })
}
})
onUnmounted(() => {
const container = containerRef.value
if (container) {
container.removeEventListener('wheel', smoothScroll)
}
})
const propData = [
{
name: 'children',
type: 'string',
default: '""',
description: 'The text content to be animated character by character'
},
{
name: 'scrollContainerRef',
type: 'object',
default: 'undefined',
description: 'Ref to a custom scroll container (defaults to window)'
},
{
name: 'containerClassName',
type: 'string',
default: '""',
description: 'Additional CSS classes for the container element'
},
{
name: 'textClassName',
type: 'string',
default: '""',
description: 'Additional CSS classes for the text element'
},
{
name: 'animationDuration',
type: 'number',
default: '1',
description: 'Duration of the animation in seconds'
},
{
name: 'ease',
type: 'string',
default: '"back.inOut(2)"',
description: 'GSAP easing function for the animation'
},
{
name: 'scrollStart',
type: 'string',
default: '"center bottom+=50%"',
description: 'ScrollTrigger start position'
},
{
name: 'scrollEnd',
type: 'string',
default: '"bottom bottom-=40%"',
description: 'ScrollTrigger end position'
},
{
name: 'stagger',
type: 'number',
default: '0.03',
description: 'Delay between each character animation'
}
]
</script>
<style scoped>
.demo-container {
height: 60vh ;
overflow-y: auto;
}
.scroll-content {
padding-top: 150vh !important;
padding-bottom: 50vh;
}
.scroll-instruction {
text-align: center;
color: #271E37;
font-size: clamp(4rem, 6vw, 4rem);
font-weight: 900;
position: absolute;
top: 50%;
left: 0;
right: 0;
transform: translateY(-50%);
}
.scroll-content{
color: aliceblue;
}
</style>