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HTML

              
                <div id="app"></div>
              
            
!

CSS

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

              
            
!

JS

              
                
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
);
              
            
!
999px

Console