// @ts-nocheck // Chronixel motion core — every new scene composes from this vocabulary. // All timing APIs take SECONDS (converted via fps), never raw frames. import { Easing, interpolate, spring, useCurrentFrame, useVideoConfig, } from "remotion"; import { evolvePath, getLength, getPointAtLength, getTangentAtLength, } from "@remotion/paths"; /* ---------- easing vocabulary ---------- */ export const EASE = { out: Easing.bezier(0.16, 1, 0.3, 1), // house default inOut: Easing.bezier(0.65, 0, 0.35, 1), expoOut: Easing.bezier(0.19, 1, 0.22, 1), // fast arrival, long settle backOut: Easing.bezier(0.34, 1.56, 0.64, 1), // slight overshoot anticipate: Easing.bezier(0.36, 0, 0.66, -0.56), // pulls back, then launches // cinematic curves — the slow, weighted moves top studios use for camera/holds cine: Easing.bezier(0.22, 1, 0.36, 1), // luxurious arrival, very long settle drift: Easing.bezier(0.45, 0, 0.55, 1), // symmetric, glassy — for camera dollies snap: Easing.bezier(0.5, 0, 0, 1), // hard launch, instant settle (impacts) } as const; // smootherstep (Ken Perlin's quintic) — zero 1st & 2nd derivative at both ends, // so continuous loops/camera moves never show a velocity seam. export const smootherstep = (t: number) => { const x = clamp01(t); return x * x * x * (x * (x * 6 - 15) + 10); }; /* ---------- spring presets ---------- */ export const SPRING = { GENTLE: { damping: 200, mass: 0.9 }, // house default — no overshoot SNAPPY: { damping: 20, mass: 0.55, stiffness: 170 }, // quick, tiny overshoot BOUNCY: { damping: 12, mass: 0.8, stiffness: 150 }, // playful settle HEAVY: { damping: 28, mass: 1.5, stiffness: 95 }, // weighty lock-in } as const; export type SpringPreset = | (typeof SPRING)[keyof typeof SPRING] | { damping?: number; mass?: number; stiffness?: number }; /* ---------- helpers ---------- */ export const clamp01 = (v: number) => Math.min(1, Math.max(0, v)); export const mix = (a: number, b: number, p: number) => a + (b - a) * p; export const stagger = (i: number, baseSec: number, stepSec: number) => baseSec + i * stepSec; // deterministic pseudo-random in [0,1) — safe for Remotion (no Math.random) export const rand = (seed: number) => { const x = Math.sin(seed * 127.1 + 311.7) * 43758.5453; return x - Math.floor(x); }; /* ---------- beats: declare scene timing in seconds ---------- */ // Non-hook versions (safe inside .map() loops): export const beat = ( frame: number, fps: number, fromSec: number, toSec: number, easing: (t: number) => number = EASE.out, ) => interpolate(frame, [fromSec * fps, toSec * fps], [0, 1], { extrapolateLeft: "clamp", extrapolateRight: "clamp", easing, }); export const springAt = ( frame: number, fps: number, atSec: number, config: SpringPreset = SPRING.SNAPPY, ) => spring({ frame: frame - Math.round(atSec * fps), fps, config }); // Hook version: const b = useBeats({ title: [0.4, 1.2], cards: [1.0, 2.2] }) export type BeatSpec = Record; export const useBeats = ( spec: T, easing: (t: number) => number = EASE.out, ): { [K in keyof T]: number } => { const frame = useCurrentFrame(); const { fps } = useVideoConfig(); const out = {} as { [K in keyof T]: number }; for (const k in spec) { out[k] = beat(frame, fps, spec[k][0], spec[k][1], easing); } return out; }; // seconds elapsed in the scene export const useT = () => { const frame = useCurrentFrame(); const { fps } = useVideoConfig(); return frame / fps; }; /* ---------- duration & continuous motion ---------- */ // VO-proportional scene duration: ~2.3 words/sec + 1s of air, clamped 6–24s. // If a beat's VO would exceed ~25s, split it into more scenes at draft time. export const voSeconds = (words: number) => Math.min(24, Math.max(6, Math.round(words / 2.3 + 1))); // sine oscillator in scene-seconds — drives idle pulses/bobs so long scenes never freeze export const osc = (t: number, period = 4, phase = 0) => Math.sin((t / period) * Math.PI * 2 + phase); /* ---------- reveal styles (take a 0..1 progress) ---------- */ export const revealUp = (p: number, rise = 26): React.CSSProperties => ({ opacity: p, transform: `translateY(${(1 - p) * rise}px)`, }); export const revealBlur = (p: number, rise = 18): React.CSSProperties => ({ opacity: p, transform: `translateY(${(1 - p) * rise}px)`, filter: `blur(${clamp01(1 - p) * 12}px)`, }); export const revealScale = (p: number, from = 0.92): React.CSSProperties => ({ opacity: p, transform: `scale(${mix(from, 1, p)})`, }); // editorial mask reveal — text rises out from behind a hard edge (the move every // premium title sequence uses). Pair with a wrapper that has overflow:hidden. export const revealMask = (p: number, rise = 1): React.CSSProperties => { const q = clamp01(p); return { display: "inline-block", transform: `translateY(${(1 - q) * 100 * rise}%)`, opacity: q < 0.04 ? 0 : 1, }; }; // wipe reveal, left → right. // Script fonts (Caveat etc.) overhang their layout box — clipping exactly at the // border box shaves the last glyph's flourish. So: no clip at all once fully // revealed, and generous outsets during the wipe so ascenders/descenders survive. export const revealClip = (p: number): React.CSSProperties => { const q = clamp01(p); if (q >= 1) return {}; return { clipPath: `inset(-22% ${Math.max(-14, (1 - q) * 116 - 14)}% -22% -14%)` }; }; /* ============================================================================ CHOREOGRAPHY — one call returns a fully composed entrance: fade + directional slide + scale settle + de-blur, all spring-driven so the element ARRIVES with weight and overshoots into place instead of just popping on. This is the move that separates "things faded in" from "things were choreographed". ========================================================================== */ export type EnterDir = "up" | "down" | "left" | "right" | "scale" | "none"; export type EnterOpts = { from?: EnterDir; dist?: number; // px of travel scale?: number; // starting scale (1 = no scale) blur?: number; // px of entry blur (0 disables) spring?: SpringPreset; }; // frame-based (safe inside .map / loops) export const enter = ( frame: number, fps: number, at: number, opts: EnterOpts = {}, ): React.CSSProperties => { const { from = "up", dist = 42, scale = 0.94, blur = 10, spring = SPRING.SNAPPY } = opts; const s = springAt(frame, fps, at, spring); // may overshoot >1 → settle const o = clamp01(s); const inv = 1 - s; // keep the overshoot in the transform for a live settle let tx = 0; let ty = 0; if (from === "up") ty = inv * dist; else if (from === "down") ty = -inv * dist; else if (from === "left") tx = inv * dist; else if (from === "right") tx = -inv * dist; const sc = mix(scale, 1, s); return { opacity: o, transform: `translate(${tx.toFixed(2)}px, ${ty.toFixed(2)}px) scale(${sc.toFixed(4)})`, filter: blur ? `blur(${(clamp01(inv) * blur).toFixed(2)}px)` : undefined, willChange: "transform, opacity, filter", }; }; // hook form: const style = useEnter(0.4, { from: "left" }) export const useEnter = (at: number, opts?: EnterOpts): React.CSSProperties => { const frame = useCurrentFrame(); const { fps } = useVideoConfig(); return enter(frame, fps, at, opts); }; // staggered entrances for a list of children — returns one style per index. // const styles = useStagger(items.length, 0.6, 0.12, { from: "up" }) export const useStagger = ( count: number, baseAt: number, step: number, opts?: EnterOpts, ): React.CSSProperties[] => { const frame = useCurrentFrame(); const { fps } = useVideoConfig(); return Array.from({ length: count }, (_, i) => enter(frame, fps, baseAt + i * step, opts), ); }; // fade + lift OUT, starting at `at`. Multiply opacity with an entrance for a // full in→hold→out lifecycle on elements that shouldn't live the whole scene. export const exit = ( frame: number, fps: number, at: number, opts: { dist?: number; dur?: number; scale?: number } = {}, ): React.CSSProperties => { const { dist = 30, dur = 0.5, scale = 1.04 } = opts; const p = beat(frame, fps, at, at + dur, EASE.inOut); return { opacity: 1 - p, transform: `translateY(${(-p * dist).toFixed(2)}px) scale(${mix(1, scale, p).toFixed(4)})`, }; }; // emphasis pop — a quick scale overshoot at `at` (for stamps, key numbers, beats). export const pop = ( frame: number, fps: number, at: number, amount = 0.12, config: SpringPreset = SPRING.BOUNCY, ): number => { const s = springAt(frame, fps, at, config); const env = Math.sin(clamp01(s) * Math.PI); // 0 → 1 → 0 return 1 + env * amount; }; // idle breathing scale — keeps a hero element alive without drifting (pairs with // or replaces Float when you want pulse, not wander). Returns a scale multiplier. export const breathe = (t: number, amp = 0.015, period = 4, phase = 0): number => 1 + amp * Math.sin((t / period) * Math.PI * 2 + phase); /* ============================================================================ PATHS — draw-on strokes and motion along a path. Wraps @remotion/paths so scenes stop re-deriving pathLength / stroke-dash math by hand (the connectors, node graphs, traced underlines and orbiting packets all want this). ========================================================================== */ // draw a stroke on as p goes 0→1. Spread onto an SVG //: // (the element needs pathLength-able geometry) export const drawOn = (p: number, d: string): ReturnType => evolvePath(clamp01(p), d); export const useDrawOn = ( d: string, fromSec: number, toSec: number, easing: (t: number) => number = EASE.out, ): ReturnType => { const frame = useCurrentFrame(); const { fps } = useVideoConfig(); return drawOn(beat(frame, fps, fromSec, toSec, easing), d); }; // position + heading at fraction p along a path — for packets/dots/icons that // ride a wire or orbit. angle is degrees (rotate the element to face travel). export const alongPath = ( p: number, d: string, ): { x: number; y: number; angle: number } => { const len = getLength(d); const at = clamp01(p) * len; const pt = getPointAtLength(d, at); const tan = getTangentAtLength(d, at); return { x: pt.x, y: pt.y, angle: (Math.atan2(tan.y, tan.x) * 180) / Math.PI }; }; /* ============================================================================ EXITS & LIFECYCLE — enter() has direction/scale/blur; exits should match. exit() (above) is the quick fade-up; exitTo() gives full directional parity, and lifecycle() composes enter→hold→exit so an element that shouldn't live the whole scene has an intentional out-state (essential once scenes chain via transitions instead of hard cuts). ========================================================================== */ export const exitTo = ( frame: number, fps: number, at: number, opts: { to?: EnterDir; dist?: number; dur?: number; scale?: number; blur?: number } = {}, ): React.CSSProperties => { const { to = "down", dist = 42, dur = 0.5, scale = 1.04, blur = 0 } = opts; const p = beat(frame, fps, at, at + dur, EASE.inOut); let tx = 0; let ty = 0; if (to === "up") ty = -p * dist; else if (to === "down") ty = p * dist; else if (to === "left") tx = -p * dist; else if (to === "right") tx = p * dist; const sc = to === "scale" ? mix(1, scale, p) : 1; return { opacity: 1 - p, transform: `translate(${tx.toFixed(2)}px, ${ty.toFixed(2)}px) scale(${sc.toFixed(4)})`, filter: blur ? `blur(${(p * blur).toFixed(2)}px)` : undefined, }; }; export const useExit = (at: number, opts?: Parameters[3]): React.CSSProperties => { const frame = useCurrentFrame(); const { fps } = useVideoConfig(); return exitTo(frame, fps, at, opts); }; // enter → hold → exit in one style. `at` = entrance, `hold` = seconds held after it // settles before exiting. Composes enter()/exitTo() (transforms concatenate). export const lifecycle = ( frame: number, fps: number, opts: { at: number; hold: number; from?: EnterDir; to?: EnterDir; dist?: number; spring?: SpringPreset; outDur?: number; }, ): React.CSSProperties => { const { at, hold, from = "up", to = "down", dist = 42, spring: sp = SPRING.SNAPPY, outDur = 0.5 } = opts; const ein = enter(frame, fps, at, { from, dist, spring: sp }); const outAt = at + 0.55 + hold; const eout = exitTo(frame, fps, outAt, { to, dist, dur: outDur }); const oIn = typeof ein.opacity === "number" ? ein.opacity : 1; const oOut = typeof eout.opacity === "number" ? eout.opacity : 1; return { opacity: oIn * oOut, transform: `${ein.transform ?? ""} ${eout.transform ?? ""}`.trim(), filter: ein.filter, willChange: "transform, opacity, filter", }; };