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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              html,
body {
    width: 100%;
    height: 100%;
    overflow: hidden;
    touch-action: none;
    background-color: #19141b;
}

            
          
!
            
              
function getRandomFloat(min, max) {
    return Math.random() * (max - min) + min;
}

function getRandomInt(min, max) {
    return Math.floor(Math.random() * (max - min + 1)) + min;
}

function lerp(start, end, amount) {
    return (1 - amount) * start + amount * end;
}


class Point {
    constructor(x, y) {
        this.x = x;
        this.y = y;
    }

    get position() {
        return [this.x, this.y];
    }

    delta(point) {
        return [point.x - this.x, point.y - this.y];
    }

    distance(point) {
        const [dx, dy] = this.delta(point);
        return Math.sqrt(dx * dx + dy * dy);
    }

    moveTo(x, y) {
        this.x = x;
        this.y = y;
        return this;
    }

    move(x, y) {
        this.x += x;
        this.y += y;
        return this;
    }

    lerp(destination, amount) {
        this.x = lerp(this.x, destination.x, amount);
        this.y = lerp(this.y, destination.y, amount);
        return this;
    }
}


class Spring extends Point {
    constructor({
        x,
        y,
        isFixed,
        mass = 10,
        elasticity = 0.4,
        damping = 0.05,
    }) {
        super(x, y);
        this.ox = x; // original origin x, never changes
        this.oy = y; // original origin y, never changes
        this.vx = 0; // velocity x
        this.vy = 0; // velocity y
        this.fx = 0; // force x
        this.fy = 0; // force y

        this.isFixed = isFixed; // indicates whether this point can be moved
        this.attractors = [];

        // spring constants
        this.mass = mass;
        this.elasticity = elasticity;
        this.damping = damping;
    }

    applyForce(x, y) {
        this.fx += x;
        this.fy += y;
    }

    addAttractor(point) {
        this.attractors.push(point);
    }

    setAdjacentForces() {
        this.attractors.forEach(point => {
            const force = { x: 0, y: 0 };
            const { x: x1, y: y1 } = point;
            const { x: x2, y: y2 } = this;

            force.x = x1 - x2;
            force.y = y1 - y2;

            // apply adjacent forces to current spring
            this.applyForce(force.x, force.y);
        });
    }

    setSpringForce() {
        // force to origin, difference multiplied by elasticity constant
        const fx = (this.ox - this.x) * this.elasticity;
        const fy = (this.oy - this.y) * this.elasticity;

        // sum forces
        this.fx += fx;
        this.fy += fy;
    }

    solveVelocity() {
        if (this.fx === 0 && this.fy === 0) return;

        // acceleration = force / mass;
        const ax = this.fx / this.mass;
        const ay = this.fy / this.mass;

        // velocity, apply damping then ad acceleration
        this.vx = this.damping * this.vx + ax;
        this.vy = this.damping * this.vy + ay;

        // add velocity to center and top/left
        this.x += this.vx;
        this.y += this.vy;

        // reset any applied forces
        this.fx = 0;
        this.fy = 0;
    }

    update = () => {
        if (this.isFixed) return;
        this.setSpringForce();
        this.setAdjacentForces();
        this.solveVelocity();
    };
}

class ControlPoint extends Point {
    constructor(x, y, opts) {
        super(x, y);
        this.originX = x;
        this.originY = y;
        this.start = getRandomFloat(1, 10000);
        this.speedX = getRandomFloat(0, 2);
        this.speedY = getRandomFloat(0, 1);
        this.maxMoveYAxis = opts.maxMoveYAxis;
        this.maxMoveXAxis = opts.maxMoveXAxis;
    }

    updatePosition(tick) {
        const sin = (tick + this.start) * 0.01;
        const offY = Math.sin(sin * this.speedY) * this.maxMoveYAxis;
        const offX = Math.sin(sin * this.speedX) * this.maxMoveXAxis;
        const x = this.originX + offX;
        const y = this.originY + offY;
        this.moveTo(x, y);
    }
}


class Line {
    constructor(opts) {
        Object.keys(opts).map(key => {
            this[key] = opts[key];
        });
        this.points = [];
        this.createPoints();
    }

    createPoints() {
        const p1 = this.p1;
        const p2 = this.p2;

        const [dx, dy] = p1.delta(p2);
        const distance = p1.distance(p2);
        const amount = distance / this.resolution;
        const pointAmt = Math.round(amount);

        const offX = dx / pointAmt;
        const offY = dy / pointAmt;

        for (let k = 0; k <= pointAmt; k++) {
            const x = p1.x + offX * k;
            const y = p1.y + offY * k;

            const point = new ControlPoint(x, y, {
                maxMoveYAxis: this.maxMoveYAxis,
                maxMoveXAxis: this.maxMoveXAxis,
            });

            this.points.push(point);
        }
    }

    draw(ctx, destinationLine, lerpVal, tick, i) {
        ctx.save();
        ctx.beginPath();
        ctx.strokeStyle = `rgba(105, ${255 * lerpVal + 70}, 200, 1)`;

        for (let k = 0; k < this.points.length - 1; k++) {
            const a1 = this.points[k];
            const a2 = this.points[k + 1];
            const b1 = destinationLine.points[k];
            const b2 = destinationLine.points[k + 1];

            const l1 = {
                x: lerp(a1.x, b1.x, lerpVal),
                y: lerp(a1.y, b1.y, lerpVal),
            };
            const l2 = {
                x: lerp(a2.x, b2.x, lerpVal),
                y: lerp(a2.y, b2.y, lerpVal),
            };

            const cpx = (l1.x + l2.x) * 0.5;
            const cpy = (l1.y + l2.y) * 0.5;

            // debug control points
            // ctx.fillStyle = 'red';
            // ctx.fillRect(l1.x - 3, l1.y - 3, 6, 6);
            // ctx.fillStyle = 'blue';
            // ctx.fillRect(l2.x - 3, l2.y - 3, 6, 6);
            // ctx.fillStyle = 'black';
            // ctx.fillRect(cpx - 3, cpy - 3, 6, 6);

            if (k === 0) {
                ctx.moveTo(l1.x, l1.y);
            } else if (k === this.points.length - 2) {
                ctx.quadraticCurveTo(l1.x, l1.y, l2.x, l2.y);
            } else {
                ctx.quadraticCurveTo(l1.x, l1.y, cpx, cpy);
            }
        }

        ctx.stroke();
        ctx.restore();
    }
}

class OrbCanvas {
    constructor({ diameter }) {
        this.diameter = diameter;
        this.resolution = diameter / 4; // control points per line
        this.maxMoveYAxis = diameter / 3; // maximum distance a point on a line will move up/down from it's origin
        this.maxMoveXAxis = diameter / 10; // maximum distance a point on a line will move up/down from it's origin

        this.numberOfLines = diameter / 8;
        this.lineWidth = 2;
        this.color = '#ff5a00';
        // function of diameter
        // this.numberOfLines = (diameter + this.maxMoveYAxis * 2) / 15; // number of lines the orb will contain
        // this.lineWidth = diameter / (this.numberOfLines * 5);
        const lineConfig = {
            resolution: this.resolution,
            maxMoveYAxis: this.maxMoveYAxis,
            maxMoveXAxis: this.maxMoveXAxis,
        };

        this.l1 = new Line({
            p1: new Point(-this.maxMoveXAxis, -this.maxMoveYAxis),
            p2: new Point(
                this.diameter + this.maxMoveXAxis,
                -this.maxMoveYAxis
            ),
            ...lineConfig,
        });

        this.l2 = new Line({
            p1: new Point(
                -this.maxMoveXAxis,
                this.diameter + this.maxMoveYAxis
            ),
            p2: new Point(
                this.diameter + this.maxMoveXAxis,
                this.diameter + this.maxMoveYAxis
            ),
            ...lineConfig,
        });
    }

    draw = ({ ctx, tick, dpr, bounds }) => {
        // clearCanvas({ ctx });
        ctx.globalAlpha = 0.1;
        ctx.fillStyle = '#19141b';
        ctx.fillRect(0, 0, bounds.w, bounds.h);
        ctx.globalAlpha = 1;
        // ctx.strokeStyle = this.color;
        ctx.lineWidth = this.lineWidth * dpr;

        for (let l = 0; l <= this.numberOfLines; l++) {
            const lerpVal = l / this.numberOfLines;
            this.l1.draw(ctx, this.l2, lerpVal, tick, l);
        }

        for (let i = 0; i < this.l1.points.length; i++) {
            const p1 = this.l1.points[i];
            const p2 = this.l2.points[i];
            p1.updatePosition(tick);
            p2.updatePosition(tick);
        }
    };
}

class Canvas {
    constructor({ canvas, container, entities = [], pauseInBackground, dpr }) {
        this.canvas = canvas;
        this.container = container;
        this.pauseInBackground = pauseInBackground;

        this.dpr = dpr || window.devicePixelRatio || 1;
        this.ctx = canvas.getContext('2d');
        this.ctx.scale(this.dpr, this.dpr);

        // tick counter
        this.tick = 0;

        // request animation frame id
        this.rafId = null;

        // entities to be drawn on the canvas
        this.entities = entities;

        // setup and run
        this.setCanvasSize();
        this.setContainerRect();
        this.setupListeners();

        this.setupEntities();
        this.render();
    }

    setupListeners() {
        window.addEventListener('resize', this.handleResize);

        if (this.pauseInBackground) {
            window.addEventListener('blur', this.stop);
            window.addEventListener('focus', this.start);
        }
    }

    destroy() {
        window.removeEventListener('blur', this.stop);
        window.removeEventListener('focus', this.start);
        window.removeEventListener('resize', this.handleResize);

        this.cancelRaf();
        this.entities.forEach(({ destroy }) => {
            destroy && destroy(this);
        });
    }

    setContainerRect() {
        if (!this.container) return;
        this.containerRect = this.container.getBoundingClientRect();
    }

    handleResize = event => {
        this.setCanvasSize();
        this.setContainerRect();
        this.resizeEntities(event);
    };

    setCanvasSize() {
        let { innerWidth: w, innerHeight: h } = window;

        // sized to the container if available
        if (this.container) {
            w = this.container.clientWidth;
            h = this.container.clientHeight;
        }

        // otherwise, fullscreen
        const w2 = w * this.dpr;
        const h2 = h * this.dpr;
        this.canvas.width = w2;
        this.canvas.height = h2;
        this.canvas.style.width = w + 'px';
        this.canvas.style.height = h + 'px';
        this.canvas.style.position = 'absolute';
        this.canvas.style.top = 0;
        this.canvas.style.left = 0;
        this.bounds = {
            x: 0,
            y: 0,
            w: w2,
            h: h2,
            hw: w,
            hh: h,
        };
    }

    setupEntities() {
        this.entities.forEach(({ setup }) => {
            setup && setup(this);
        });
    }

    resizeEntities(event) {
        this.entities.forEach(({ resize }) => {
            resize && resize(this, event);
        });
    }

    addEntity = newEntity => {
        this.entities = [...this.entities, newEntity];
        // call setup since this is new
        newEntity.setup && newEntity.setup(this);
        return this.entities.length - 1;
    };

    removeEntity(deleteIndex) {
        this.entities = this.entities.filter((el, i) => i !== deleteIndex);
        return this.entities;
    }

    removeDead() {
        this.entities = this.entities.filter(({ dead = false }) => !dead);
    }

    cancelRaf() {
        this.rafId && cancelAnimationFrame(this.rafId);
        this.rafId = null;
    }

    stop = () => {
        this.cancelRaf();
        this.paused = true;
    };

    start = () => {
        this.cancelRaf();
        this.paused = false;
        this.render();
    };

    clearCanvas = ({ ctx }) => {
        const { x, y, w, h } = this.bounds;
        ctx.clearRect(x, y, w, h);
    };

    // Main loop
    render = () => {
        // Draw and Update items here.
        this.entities.forEach(({ draw, update }) => {
            draw && draw(this);
            update && update(this);
        });

        ++this.tick;

        if (!this.paused) {
            this.rafId = window.requestAnimationFrame(this.render);
        }
    };
}


const { Component, Fragment } = React;

const MOUSE_STRENGTH = 20;

class Orb extends Component {

    constructor(props) {
        super(props);
        
        this.pointer = null;

        this._orbPosition = new Spring({
            x: 0,
            y: 0,
            mass: 100,
            elasticity: 0.8,
            damping: 0.85,
            ...props.options,
        });

        window.addEventListener('mousemove', this._handleMouse);

        this._rafId = null;
    }

    componentWillUnmount() {
        cancelAnimationFrame(this._rafId);
    }

    componentDidMount() {
        const DPR = 1 || window.devicePixelRatio;

        this._canvasInstance = new Canvas({
            canvas: this._canvas,
            container: this._container,
            dpr: DPR,
            pauseInBackground: true,
            entities: [
                new OrbCanvas({ diameter: this.props.radius * 2 * DPR }),
            ],
        });

        if (!this.props.shouldAnimate) {
            this._canvasInstance.stop();
        }

        if (this.props.shouldSpring) {
            this._animationLoop();
        }
        
        this._demo()
        
    }

    componentDidUpdate(prevProps) {
        if (!prevProps.shouldSpring && this.props.shouldSpring) {
            this._animationLoop();
        }
        if (prevProps.shouldSpring && !this.props.shouldSpring) {
            this._stopAnimationLoop();
        }
        if (!prevProps.shouldAnimate && this.props.shouldAnimate) {
            this._canvasInstance.start();
        }
        if (prevProps.shouldAnimate && !this.props.shouldAnimate) {
            this._canvasInstance.stop();
        }
    }

    componentWillUnmount() {
        this._canvasInstance.destroy();
    }
    
    _demo = () => {
        this._demoTick = 0;
        this._demoInterval = setInterval(() => window.requestAnimationFrame(this._demoForce), 1)
    }
    
    _demoForce = () => {
        this._demoTick += 1;
        if (this._demoTick > 200) {
            clearInterval(this._demoInterval)
        }

        const fx = 200 - this._demoTick;
        this._orbPosition.applyForce(fx, 0);
    }

    _handleMouseEnter = () => {
        // reset pointers
        this.pointerPrevious = null;
        this.pointer = null;
    };

    _handleMouse = event => {
        if (!this.props.shouldSpring) return;

        this.pointerPrevious = this.pointer;
        this.pointer = new Point(
            event.clientX - this.props.x - this.props.radius,
            event.clientY - this.props.y - this.props.radius
        );

        // mouse just entered, no good delta will come from this.
        if (this.pointerPrevious === null) return;

        const [dx, dy] = this.pointerPrevious.delta(this.pointer);
        const fx = dx * MOUSE_STRENGTH;
        const fy = dy * MOUSE_STRENGTH;
        this._orbPosition.applyForce(fx, fy);

    };

    _stopAnimationLoop = () => {
        this._rafId = window.cancelAnimationFrame(this._rafId);
    };

    _animationLoop = () => {
        const { x: ox, y: oy } = this._orbPosition;

        this._container.style.transform = `translate(${ox}px, ${oy}px)`;
        this._orbPosition.update();
        this._rafId = window.requestAnimationFrame(this._animationLoop);
    };

    render() {
        const { radius, x, y } = this.props;

        return (
            <div style={{ position: 'relative' }}>
                <div
                    className="orb"
                    ref={ref => (this._container = ref)}
                    style={{
                        position: 'absolute',
                        top: y - radius,
                        left: x - radius,
                        width: radius * 2,
                        height: radius * 2,
                        borderRadius: radius,
                        overflow: 'hidden',
                        willChange: 'transform',
                    }}
                >
                    <canvas ref={ref => (this._canvas = ref)} />
                </div>
            </div>
        );
    }
}

const el = document.getElementById('app');
const orbz = Array(4).fill(null);

ReactDOM.render(
    <Fragment>
        {orbz.map((_, i) => (
            <Orb
                radius={(orbz.length - i) * Math.min(window.innerWidth, window.innerHeight) * 0.1}
                x={window.innerWidth / 2}
                y={window.innerHeight / 2}
                shouldSpring={true}
                shouldAnimate={true}
                options={{
                    mass: 100 + 50 * (orbz.length - i),
                    elasticity: 0.95,
                    damping: 0.95,
                }}
            />
        ))}
    </Fragment>,
    el
);
            
          
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