feat(labs): visual polish wave — LabFX foundation + 33 sims juiced up
ФУНДАМЕНТ (4 новых файла): - _fx_core.js: LabFX namespace, glow.drawGlow, glow.pulse, haptic, shake - _fx_particles.js: пул 1500 объектов, 6 shapes (dot/spark/ring/smoke/splash/dust) - _fx_motion.js: tween + 12 easings + critically-damped spring - _fx_sound.js: 9 procedural synth-звуков (click/tick/whoosh/chime/fizz/spark/bounce/pour/drone), Web Audio API - Sound toggle в шапке lab.html с localStorage-persist UX МИКРО (CSS + JS): - Button states: hover scale+brightness, active scale-down, disabled grayscale - Slider polish: custom thumb с тенью, filled-track gradient, hover/active - Focus rings через :focus-visible - Tooltip system .tt-host data-tt= с 400ms hover, fade-in - Marching ants для selection - Loading skeleton с shimmer - Empty state .sim-empty-* паттерн - Toast: progress bar внизу, icons по типу - Cursor states utility classes - View Transitions API для smooth sim-switch, fallback на CSS fade PHASE 2 — визуальные эффекты для 33 симуляций: Physics motion: projectile (launch whoosh + landing splash/shake/haptic + target chime), pendulum (max-extension tick + bob glow), collision (bounce + sparks + shake), angrybirds (whoosh/bounce/fizz/chime + confetti), newton (rocket flame trail + scene transitions), forcesandbox (spring glow + impact sparks) Physics fields: emfield (field-lines glow + particle trail + lightning при high field + Gauss-drag haptic + rod motion sparks), circuit (energized-wire glow ∝ current + LED bloom + short-circuit shake/spark + heat shimmer smoke + place/erase/switch sounds), opticsbench (beam glow на всех режимах + caustics dust у фокуса + TIR/Brewster one-shot sounds) Thermo+waves: waves (mode-switch whoosh + Mach-cone particles + spectrum harmonic chime + waveform glow), hydrostatics (pour sound + splash при погружении + valve click), isoprocess (PV-trail dust), heatengine (drone цикла + hot/cold reservoir smoke/dust + phase-change ticks), radioactive (Geiger tick throttle + decay sparks + half-life chime + α/β/γ glow) Chemistry: chemsandbox (pour splash + fizz bubbles/dust/spark по типу реакции + shake при горении), equilibrium/electrolysis/reactions/titration/flask/ionexchange/redox (pour/fizz/spark/chime по событиям, частицы при ключевых моментах), stoichiometry (fizz bubbles + recipe-change click) Math+geom: geometry (tool-click + object-create tick + locus glow + challenge confetti via LabFX + haptic), triangle (vertex-drop tick + special-point glow), stereo (figure-change whoosh + cross-section chime, no particles — Three.js), trigcircle (drag-haptic + pitch∝angle tick + sin/cos glow), graph/graphtransform/quadratic (slider-tick throttled + curve glow + discriminant-cross chime), probability (bounce + finish-chime burst), normaldist (pulsing shade + bell glow) Bio+misc: celldivision (phase-change whoosh + prophase dust + anaphase poles spark + cytokinesis chime), photosynthesis (photon tick + ATP chime + glucose sparkle), bohratom (electron-jump chime ∝ levels + photon spark), orbitals/crystal (mode-change whoosh — Three.js, sound only), logic (gate-place + wire-connect + LED bloom + HIGH wire flowing dots + preset chime), gas/brownian/diffusion/states (preset whoosh, throttled tick по событиям) Все LabFX вызовы обёрнуты в if (window.LabFX) guard — graceful degradation если фундамент не загружен. 47 JS файлов прошли syntax check. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -190,11 +190,13 @@ class NormalDistSim {
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const xp = x => this._xToP(x, xMin, xMax, PL, pw);
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const yp = y => this._yToP(y, yMax, PT, ph);
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// Filled area with gradient
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// Filled area with gradient (pulsing alpha when LabFX available)
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const _pulseA = window.LabFX ? (0.10 + LabFX.glow.pulse(performance.now(), 3000) * 0.12) : 0.10;
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const _pulseB = window.LabFX ? (0.22 + LabFX.glow.pulse(performance.now(), 3000) * 0.16) : 0.30;
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const grd = ctx.createLinearGradient(xp(lo), 0, xp(hi), 0);
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grd.addColorStop(0, 'rgba(155,93,229,0.10)');
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grd.addColorStop(0.5, 'rgba(155,93,229,0.30)');
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grd.addColorStop(1, 'rgba(155,93,229,0.10)');
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grd.addColorStop(0, `rgba(155,93,229,${_pulseA.toFixed(3)})`);
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grd.addColorStop(0.5, `rgba(155,93,229,${_pulseB.toFixed(3)})`);
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grd.addColorStop(1, `rgba(155,93,229,${_pulseA.toFixed(3)})`);
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ctx.fillStyle = grd;
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ctx.beginPath();
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ctx.moveTo(xp(lo), bottom);
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@@ -221,23 +223,31 @@ class NormalDistSim {
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const xp = x => this._xToP(x, xMin, xMax, PL, pw);
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const yp = y => this._yToP(y, yMax, PT, ph);
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// Glow layer
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ctx.strokeStyle = 'rgba(155,93,229,0.1)'; ctx.lineWidth = 10; ctx.lineJoin = 'round';
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ctx.beginPath();
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for (let i = 0; i <= steps; i++) {
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const x = xMin + i * dx;
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i === 0 ? ctx.moveTo(xp(x), yp(this._pdf(x))) : ctx.lineTo(xp(x), yp(this._pdf(x)));
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}
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ctx.stroke();
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const drawBell = () => {
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// Glow layer
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ctx.strokeStyle = 'rgba(155,93,229,0.1)'; ctx.lineWidth = 10; ctx.lineJoin = 'round';
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ctx.beginPath();
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for (let i = 0; i <= steps; i++) {
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const x = xMin + i * dx;
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i === 0 ? ctx.moveTo(xp(x), yp(this._pdf(x))) : ctx.lineTo(xp(x), yp(this._pdf(x)));
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}
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ctx.stroke();
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// Main curve
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ctx.strokeStyle = '#9B5DE5'; ctx.lineWidth = 2.5; ctx.lineJoin = 'round';
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ctx.beginPath();
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for (let i = 0; i <= steps; i++) {
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const x = xMin + i * dx;
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i === 0 ? ctx.moveTo(xp(x), yp(this._pdf(x))) : ctx.lineTo(xp(x), yp(this._pdf(x)));
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// Main curve
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ctx.strokeStyle = '#9B5DE5'; ctx.lineWidth = 2.5; ctx.lineJoin = 'round';
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ctx.beginPath();
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for (let i = 0; i <= steps; i++) {
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const x = xMin + i * dx;
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i === 0 ? ctx.moveTo(xp(x), yp(this._pdf(x))) : ctx.lineTo(xp(x), yp(this._pdf(x)));
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}
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ctx.stroke();
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};
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if (window.LabFX) {
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LabFX.glow.drawGlow(ctx, drawBell, { color: '#9B5DE5', intensity: 4 });
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} else {
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drawBell();
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}
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ctx.stroke();
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// μ marker
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const muPx = xp(this.mu);
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@@ -396,6 +406,7 @@ class NormalDistSim {
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/* ─── lab UI init ─────────────────────────────────── */
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var ndSim = null;
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let _ndPulseRaf = null;
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function _openNormalDist() {
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document.getElementById('sim-topbar-title').textContent = 'Нормальное распределение';
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_simShow('sim-normaldist');
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@@ -409,14 +420,32 @@ class NormalDistSim {
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ndSim.fit();
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ndSim.draw();
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ndSim._emit();
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// Pulsing loop for shade area animation
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if (!_ndPulseRaf && window.LabFX) {
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let _ndLast = performance.now();
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const pulse = (now) => {
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const dt = (now - _ndLast) / 1000; _ndLast = now;
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LabFX.particles.update(dt);
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if (ndSim && ndSim.shade !== 'none') ndSim.draw();
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_ndPulseRaf = requestAnimationFrame(pulse);
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};
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_ndPulseRaf = requestAnimationFrame(pulse);
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}
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}));
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}
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let _ndSoundTs = 0;
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function ndParam(name, val) {
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const v = parseFloat(val);
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const elId = name === 'mu' ? 'nd-mu-val' : 'nd-sigma-val';
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document.getElementById(elId).textContent = v % 1 === 0 ? v : v.toFixed(1);
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if (ndSim) ndSim.setParams({ [name]: v });
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const now = performance.now();
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if (window.LabFX && now - _ndSoundTs > 80) {
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_ndSoundTs = now;
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const sigma = name === 'sigma' ? v : (ndSim ? ndSim.sigma : 1);
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LabFX.sound.play('tick', { pitch: 0.7 + sigma * 0.3, volume: 0.1 });
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}
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}
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function ndShade(mode, btn) {
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