{"version":3,"file":"ngwr-falling-text.mjs","sources":["../../../projects/lib/falling-text/falling-text.ts","../../../projects/lib/falling-text/falling-text.html","../../../projects/lib/falling-text/ngwr-falling-text.ts"],"sourcesContent":["/**\n * @license\n *\n * Use of this source code is governed by an MIT-style license that can be\n * found in the LICENSE file at https://github.com/thekhegay/ngwr/blob/main/LICENSE\n *\n * Angular adaptation of the FallingText effect by David Haz / reactbits.dev.\n * Original: https://www.reactbits.dev/text-animations/falling-text\n *\n * The reactbits version uses matter-js (~140 KB) for the physics. This\n * port ships a minimal AABB physics simulator (gravity + air drag + wall\n * / floor collision + body-vs-body resolution + cursor drag) so there's\n * no runtime dependency.\n */\n\nimport { isPlatformBrowser } from '@angular/common';\nimport {\n  Component,\n  DestroyRef,\n  ElementRef,\n  PLATFORM_ID,\n  ViewEncapsulation,\n  afterNextRender,\n  computed,\n  inject,\n  input,\n  viewChild,\n} from '@angular/core';\n\nimport { WrPlatform } from 'ngwr/platform';\nimport { numAttr } from 'ngwr/utils';\n\nimport type { WrFallingTextTrigger } from './interfaces';\n\ninterface Body {\n  el: HTMLElement;\n  x: number; // centre x\n  y: number; // centre y\n  vx: number;\n  vy: number;\n  angle: number;\n  angVel: number;\n  w: number;\n  h: number;\n}\n\nconst RESTITUTION = 0.55;\nconst AIR_DRAG = 0.005;\nconst FRICTION = 0.4; // tangential damping on wall/floor hits\nconst DRAG_STIFFNESS = 0.6;\n\n/** Resolve AABB-vs-AABB collision between two bodies via min-overlap axis. */\nfunction resolveCollision(a: Body, b: Body): void {\n  const dx = b.x - a.x;\n  const dy = b.y - a.y;\n  const overlapX = a.w / 2 + b.w / 2 - Math.abs(dx);\n  const overlapY = a.h / 2 + b.h / 2 - Math.abs(dy);\n  if (overlapX <= 0 || overlapY <= 0) return;\n\n  if (overlapX < overlapY) {\n    // Resolve along x.\n    const push = overlapX / 2;\n    if (dx > 0) {\n      a.x -= push;\n      b.x += push;\n    } else {\n      a.x += push;\n      b.x -= push;\n    }\n    const avg = (a.vx + b.vx) / 2;\n    a.vx = avg * RESTITUTION - (a.vx - avg) * RESTITUTION;\n    b.vx = avg * RESTITUTION - (b.vx - avg) * RESTITUTION;\n  } else {\n    const push = overlapY / 2;\n    if (dy > 0) {\n      a.y -= push;\n      b.y += push;\n    } else {\n      a.y += push;\n      b.y -= push;\n    }\n    const avg = (a.vy + b.vy) / 2;\n    a.vy = avg * RESTITUTION - (a.vy - avg) * RESTITUTION;\n    b.vy = avg * RESTITUTION - (b.vy - avg) * RESTITUTION;\n  }\n\n  // Tiny torque so stacked bodies wiggle naturally.\n  a.angVel += (Math.random() - 0.5) * 0.2;\n  b.angVel += (Math.random() - 0.5) * 0.2;\n}\n\n/**\n * Words fall like physical bodies — gravity, wall/floor collision, and\n * cursor drag-to-pick-up. Words start at their typeset position then\n * release into the simulator on trigger.\n *\n * Triggers:\n *  - `'auto'`   release immediately on mount\n *  - `'scroll'` release on viewport entry\n *  - `'hover'`  release on first hover\n *  - `'click'`  release on first click\n *\n * Highlight specific words by passing prefix-matched keywords via\n * `[highlightWords]` — matched spans get `wr-falling-text__word--hl`.\n *\n * @example\n * ```html\n * <wr-falling-text\n *   text=\"React-Bits is a library of animated and interactive React components.\"\n *   [highlightWords]=\"['React', 'animated', 'components']\"\n *   trigger=\"hover\"\n *   [gravity]=\"0.6\"\n * />\n * ```\n *\n * @see https://www.reactbits.dev/text-animations/falling-text\n */\n@Component({\n  selector: 'wr-falling-text',\n  templateUrl: './falling-text.html',\n  styleUrl: './falling-text.scss',\n  encapsulation: ViewEncapsulation.None,\n  host: { class: 'wr-falling-text' },\n})\nexport class WrFallingText {\n  /** Text to render. Words are separated by spaces. */\n  readonly text = input.required<string>();\n\n  /** Prefix-match keywords; any word starting with one of these gets the highlight class. */\n  readonly highlightWords = input<readonly string[]>([]);\n\n  /** When to release the words into the simulator. @default 'auto' */\n  readonly trigger = input<WrFallingTextTrigger>('auto');\n\n  /** Gravity in pixels/sec². @default 980 */\n  readonly gravity = input(980, { transform: numAttr(980) });\n\n  /** Font size as a CSS length. @default '1rem' */\n  readonly fontSize = input('1rem');\n\n  private readonly wordsRef = viewChild.required<ElementRef<HTMLDivElement>>('wordsContainer');\n\n  private readonly host = inject<ElementRef<HTMLElement>>(ElementRef);\n  private readonly destroyRef = inject(DestroyRef);\n  private readonly isBrowser = isPlatformBrowser(inject(PLATFORM_ID));\n  private readonly platform = inject(WrPlatform);\n\n  private started = false;\n  private teardownLoop: (() => void) | undefined;\n\n  protected readonly words = computed<readonly { text: string; highlighted: boolean }[]>(() => {\n    const hl = this.highlightWords();\n    return this.text()\n      .split(' ')\n      .filter(w => w.length > 0)\n      .map(text => ({ text, highlighted: hl.some(h => text.startsWith(h)) }));\n  });\n\n  constructor() {\n    if (!this.isBrowser) return;\n\n    afterNextRender(() => {\n      const trigger = this.trigger();\n      if (trigger === 'auto') {\n        this.start();\n        return;\n      }\n      if (trigger === 'scroll') {\n        const io = new IntersectionObserver(\n          (entries, obs) => {\n            for (const e of entries) {\n              if (e.isIntersecting) {\n                obs.disconnect();\n                this.start();\n                break;\n              }\n            }\n          },\n          { threshold: 0.1 }\n        );\n        io.observe(this.host.nativeElement);\n        this.destroyRef.onDestroy(() => io.disconnect());\n        return;\n      }\n      // hover / click — wait for host event\n      const startOnce = (): void => {\n        if (this.started) return;\n        this.start();\n      };\n      const handler = trigger === 'hover' ? 'mouseenter' : 'click';\n      this.host.nativeElement.addEventListener(handler, startOnce, { once: true });\n      this.destroyRef.onDestroy(() => this.host.nativeElement.removeEventListener(handler, startOnce));\n    });\n\n    this.destroyRef.onDestroy(() => this.teardownLoop?.());\n  }\n\n  // Physics\n\n  private start(): void {\n    if (this.started) return;\n    // Reduced motion: tumbling words are pure decoration — leave the\n    // text standing in its normal layout no matter the trigger.\n    if (this.platform.prefersReducedMotion()) return;\n    this.started = true;\n\n    const hostEl = this.host.nativeElement;\n    const wordsContainer = this.wordsRef().nativeElement;\n    const containerRect = hostEl.getBoundingClientRect();\n    const width = containerRect.width;\n    const height = containerRect.height;\n    if (width <= 0 || height <= 0) return;\n\n    // Snapshot each word's position relative to the container, then absolutise.\n    const wordEls = Array.from(wordsContainer.querySelectorAll<HTMLElement>('.wr-falling-text__word'));\n    if (wordEls.length === 0) return;\n\n    const bodies: Body[] = wordEls.map(el => {\n      const r = el.getBoundingClientRect();\n      const cx = r.left - containerRect.left + r.width / 2;\n      const cy = r.top - containerRect.top + r.height / 2;\n      return {\n        el,\n        x: cx,\n        y: cy,\n        vx: (Math.random() - 0.5) * 5 * 60, // px/s\n        vy: 0,\n        angle: 0,\n        angVel: (Math.random() - 0.5) * 2,\n        w: r.width,\n        h: r.height,\n      };\n    });\n\n    // Absolutely position all word spans so we can move them freely.\n    bodies.forEach(b => {\n      b.el.style.position = 'absolute';\n      b.el.style.left = '0';\n      b.el.style.top = '0';\n      b.el.style.willChange = 'transform';\n      this.commit(b);\n    });\n\n    // Drag state.\n    let drag: { body: Body; offX: number; offY: number } | null = null;\n\n    const onPointerDown = (e: PointerEvent): void => {\n      const local = this.toLocal(e, hostEl);\n      // Pick the topmost (last) body whose AABB contains the pointer.\n      for (let i = bodies.length - 1; i >= 0; i--) {\n        const b = bodies[i];\n        if (\n          local.x >= b.x - b.w / 2 &&\n          local.x <= b.x + b.w / 2 &&\n          local.y >= b.y - b.h / 2 &&\n          local.y <= b.y + b.h / 2\n        ) {\n          drag = { body: b, offX: local.x - b.x, offY: local.y - b.y };\n          hostEl.setPointerCapture(e.pointerId);\n          break;\n        }\n      }\n    };\n    const onPointerMove = (e: PointerEvent): void => {\n      if (!drag) return;\n      const local = this.toLocal(e, hostEl);\n      const targetX = local.x - drag.offX;\n      const targetY = local.y - drag.offY;\n      // Spring toward the target — produces a satisfying tug rather than a snap.\n      drag.body.vx += (targetX - drag.body.x) * DRAG_STIFFNESS;\n      drag.body.vy += (targetY - drag.body.y) * DRAG_STIFFNESS;\n    };\n    const onPointerUp = (e: PointerEvent): void => {\n      if (!drag) return;\n      hostEl.releasePointerCapture(e.pointerId);\n      drag = null;\n    };\n    hostEl.addEventListener('pointerdown', onPointerDown);\n    hostEl.addEventListener('pointermove', onPointerMove);\n    hostEl.addEventListener('pointerup', onPointerUp);\n    hostEl.addEventListener('pointercancel', onPointerUp);\n\n    let raf = 0;\n    let lastTs = 0;\n    const tick = (ts: number): void => {\n      const dt = lastTs === 0 ? 1 / 60 : Math.min(0.05, (ts - lastTs) / 1000);\n      lastTs = ts;\n\n      const g = this.gravity();\n      for (const b of bodies) {\n        // Integrate.\n        b.vy += g * dt;\n        b.vx *= 1 - AIR_DRAG;\n        b.vy *= 1 - AIR_DRAG;\n        b.x += b.vx * dt;\n        b.y += b.vy * dt;\n        b.angle += b.angVel * dt;\n        b.angVel *= 1 - AIR_DRAG;\n\n        // Walls + floor + ceiling.\n        if (b.x - b.w / 2 < 0) {\n          b.x = b.w / 2;\n          b.vx = Math.abs(b.vx) * RESTITUTION;\n          b.angVel *= FRICTION;\n        }\n        if (b.x + b.w / 2 > width) {\n          b.x = width - b.w / 2;\n          b.vx = -Math.abs(b.vx) * RESTITUTION;\n          b.angVel *= FRICTION;\n        }\n        if (b.y + b.h / 2 > height) {\n          b.y = height - b.h / 2;\n          b.vy = -Math.abs(b.vy) * RESTITUTION;\n          b.vx *= FRICTION;\n          b.angVel *= FRICTION;\n        }\n        if (b.y - b.h / 2 < 0) {\n          b.y = b.h / 2;\n          b.vy = Math.abs(b.vy) * RESTITUTION;\n        }\n      }\n\n      // Body-vs-body collisions — O(n²), fine for ~30 words.\n      for (let i = 0; i < bodies.length; i++) {\n        for (let j = i + 1; j < bodies.length; j++) {\n          resolveCollision(bodies[i], bodies[j]);\n        }\n      }\n\n      for (const b of bodies) this.commit(b);\n      raf = requestAnimationFrame(tick);\n    };\n    raf = requestAnimationFrame(tick);\n\n    this.teardownLoop = (): void => {\n      cancelAnimationFrame(raf);\n      hostEl.removeEventListener('pointerdown', onPointerDown);\n      hostEl.removeEventListener('pointermove', onPointerMove);\n      hostEl.removeEventListener('pointerup', onPointerUp);\n      hostEl.removeEventListener('pointercancel', onPointerUp);\n    };\n  }\n\n  /** Apply the body's position + angle to the DOM. */\n  private commit(b: Body): void {\n    b.el.style.transform = `translate(${b.x - b.w / 2}px, ${b.y - b.h / 2}px) rotate(${b.angle}rad)`;\n    b.el.style.transformOrigin = `${b.w / 2}px ${b.h / 2}px`;\n  }\n\n  private toLocal(e: PointerEvent | MouseEvent, host: HTMLElement): { x: number; y: number } {\n    const rect = host.getBoundingClientRect();\n    return { x: e.clientX - rect.left, y: e.clientY - rect.top };\n  }\n}\n\nexport type { WrFallingTextTrigger } from './interfaces';\n","<div #wordsContainer class=\"wr-falling-text__words\" [style.font-size]=\"fontSize()\">\n  @for (w of words(); track $index) {\n    <span class=\"wr-falling-text__word\" [class.wr-falling-text__word--hl]=\"w.highlighted\">{{ w.text }}</span>\n    @if (!$last) {\n      <span class=\"wr-falling-text__space\">&nbsp;</span>\n    }\n  }\n</div>\n","/**\n * Generated bundle index. 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