"use client";
import * as React from "react";
export interface TopoLinesProps extends React.ComponentPropsWithoutRef<"div"> {
/** Number of contour levels across the height range. */
levels?: number;
/** Contour stroke width, in px. Accent (index) lines are drawn 1.4× wider. */
lineWidth?: number;
/** How fast the terrain evolves. 0 freezes it. */
speed?: number;
/** Highlight every Nth contour in the accent colour. 0 disables index lines. */
accentEvery?: number;
/** Accent colour for index lines (any CSS colour). */
accent?: string;
/** Terrain zoom: higher values give broader, smoother landforms. */
scale?: number;
/** Marching-squares cell size, in px. Smaller is smoother but costs more CPU. */
cellSize?: number;
/** A mouse pointer raises a soft hill under it. */
interactive?: boolean;
}
type RGB = [number, number, number];
/* ---------------------------------- Colour --------------------------------- */
let probe: CanvasRenderingContext2D | null = null;
/** Resolves any CSS colour (hex, rgb(), oklch()…) to RGB by painting it on a 1×1 canvas. */
function resolveColor(input: string, fallback: RGB): RGB {
probe ??= document.createElement("canvas").getContext("2d", { willReadFrequently: true });
if (!probe) return fallback;
probe.clearRect(0, 0, 1, 1);
probe.fillStyle = "rgba(0, 0, 0, 0)";
probe.fillStyle = input; // invalid colours are ignored → transparent → fallback
probe.fillRect(0, 0, 1, 1);
const [r, g, b, a] = probe.getImageData(0, 0, 1, 1).data;
return a === 0 ? fallback : [r, g, b];
}
const luminance = ([r, g, b]: RGB) => (0.2126 * r + 0.7152 * g + 0.0722 * b) / 255;
/** On light themes (dark ink), very light colours are pulled toward the ink so they stay visible. */
function legible(color: RGB, ink: RGB): RGB {
if (luminance(ink) > 0.5 || luminance(color) < 0.62) return color;
return color.map((v, i) => Math.round(v + (ink[i] - v) * 0.42)) as RGB;
}
/** Re-reads colours when the theme changes: class/data-theme on <html> or a scoped [data-theme] ancestor. */
function observeTheme(el: Element, onChange: () => void) {
const mo = new MutationObserver(onChange);
const options = { attributes: true, attributeFilter: ["class", "data-theme"] };
mo.observe(document.documentElement, options);
const scoped = el.parentElement?.closest("[data-theme]");
if (scoped && scoped !== document.documentElement) mo.observe(scoped, options);
const mq = window.matchMedia("(prefers-color-scheme: dark)");
mq.addEventListener("change", onChange);
return () => {
mo.disconnect();
mq.removeEventListener("change", onChange);
};
}
/* ---------------------------------- Noise ---------------------------------- */
/** Compact seeded 3D simplex noise (after Stefan Gustavson). Returns values in roughly [-1, 1]. */
function createNoise3D(seed = 7) {
const p = new Uint8Array(256);
for (let i = 0; i < 256; i++) p[i] = i;
let s = seed >>> 0 || 1;
for (let i = 255; i > 0; i--) {
s = (Math.imul(s, 1664525) + 1013904223) >>> 0;
const j = s % (i + 1);
const t = p[i];
p[i] = p[j];
p[j] = t;
}
const perm = new Uint8Array(512);
for (let i = 0; i < 512; i++) perm[i] = p[i & 255];
const grad = [1, 1, 0, -1, 1, 0, 1, -1, 0, -1, -1, 0, 1, 0, 1, -1, 0, 1, 1, 0, -1, -1, 0, -1, 0, 1, 1, 0, -1, 1, 0, 1, -1, 0, -1, -1];
const F3 = 1 / 3;
const G3 = 1 / 6;
const corner = (hash: number, x: number, y: number, z: number) => {
let t = 0.6 - x * x - y * y - z * z;
if (t < 0) return 0;
const g = (hash % 12) * 3;
t *= t;
return t * t * (grad[g] * x + grad[g + 1] * y + grad[g + 2] * z);
};
return (x: number, y: number, z: number) => {
const sk = (x + y + z) * F3;
const i = Math.floor(x + sk);
const j = Math.floor(y + sk);
const k = Math.floor(z + sk);
const t = (i + j + k) * G3;
const x0 = x - (i - t);
const y0 = y - (j - t);
const z0 = z - (k - t);
let i1, j1, k1, i2, j2, k2;
if (x0 >= y0) {
if (y0 >= z0) [i1, j1, k1, i2, j2, k2] = [1, 0, 0, 1, 1, 0];
else if (x0 >= z0) [i1, j1, k1, i2, j2, k2] = [1, 0, 0, 1, 0, 1];
else [i1, j1, k1, i2, j2, k2] = [0, 0, 1, 1, 0, 1];
} else if (y0 < z0) [i1, j1, k1, i2, j2, k2] = [0, 0, 1, 0, 1, 1];
else if (x0 < z0) [i1, j1, k1, i2, j2, k2] = [0, 1, 0, 0, 1, 1];
else [i1, j1, k1, i2, j2, k2] = [0, 1, 0, 1, 1, 0];
const ii = i & 255;
const jj = j & 255;
const kk = k & 255;
const n0 = corner(perm[ii + perm[jj + perm[kk]]], x0, y0, z0);
const n1 = corner(perm[ii + i1 + perm[jj + j1 + perm[kk + k1]]], x0 - i1 + G3, y0 - j1 + G3, z0 - k1 + G3);
const n2 = corner(perm[ii + i2 + perm[jj + j2 + perm[kk + k2]]], x0 - i2 + 2 * G3, y0 - j2 + 2 * G3, z0 - k2 + 2 * G3);
const n3 = corner(perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]], x0 - 0.5, y0 - 0.5, z0 - 0.5);
return 32 * (n0 + n1 + n2 + n3);
};
}
/* ----------------------------- Reduced motion ------------------------------ */
function subscribeReducedMotion(callback: () => void) {
const mq = window.matchMedia("(prefers-reduced-motion: reduce)");
mq.addEventListener("change", callback);
return () => mq.removeEventListener("change", callback);
}
function usePrefersReducedMotion() {
return React.useSyncExternalStore(
subscribeReducedMotion,
() => window.matchMedia("(prefers-reduced-motion: reduce)").matches,
() => false,
);
}
/* ----------------------------- Marching squares ---------------------------- */
/**
* Edge pairs per marching-squares case. Corners: TL = 8, TR = 4, BR = 2, BL = 1 (bit set when
* above the level). Edges: 0 top, 1 right, 2 bottom, 3 left. Saddles (5, 10) use two segments.
*/
const CASES: number[][] = [
[],
[3, 2],
[2, 1],
[3, 1],
[0, 1],
[3, 0, 2, 1],
[0, 2],
[3, 0],
[3, 0],
[0, 2],
[0, 1, 3, 2],
[0, 1],
[3, 1],
[2, 1],
[3, 2],
[],
];
const FRAME_MS = 1000 / 30; // contour redraws are capped at 30fps
const HILL_HEIGHT = 0.38;
const HILL_RADIUS = 110;
/**
* Animated topographic contour lines: an evolving fractal-noise height field is sampled on a
* coarse grid and traced with marching squares into two batched paths (regular + index lines).
* Redraws are capped at 30fps, stop offscreen and in hidden tabs, and reduced motion draws one
* still map.
*/
export function TopoLines({
levels = 16,
lineWidth = 1,
speed = 1,
accentEvery = 5,
accent = "#FF7448",
scale = 1,
cellSize = 6,
interactive = true,
className = "",
children,
...props
}: TopoLinesProps) {
const reduceMotion = usePrefersReducedMotion();
const canvasRef = React.useRef<HTMLCanvasElement>(null);
React.useEffect(() => {
const canvas = canvasRef.current;
const ctx = canvas?.getContext("2d");
if (!canvas || !ctx) return;
const noise = createNoise3D(23);
const cell = Math.max(3, Math.round(cellSize));
const levelCount = Math.max(2, Math.round(levels));
const every = Math.max(0, Math.round(accentEvery));
const frequency = 0.0021 / Math.max(0.2, scale);
let width = 0;
let height = 0;
let dpr = 1;
let cols = 0;
let rows = 0;
let heights = new Float32Array(0);
let z = 0;
let raf = 0;
let last = 0;
let lastDraw = 0;
let inView = false;
let lineColor = "";
let accentColor = "";
let dirty = false;
const hill = { clientX: 0, clientY: 0, x: 0, y: 0, tx: 0, ty: 0, inside: false, strength: 0 };
const readTheme = () => {
const ink = resolveColor(getComputedStyle(canvas).color, [24, 24, 27]);
const a = legible(resolveColor(accent, [255, 116, 72]), ink);
lineColor = `rgba(${ink[0]}, ${ink[1]}, ${ink[2]}, 0.3)`;
accentColor = `rgba(${a[0]}, ${a[1]}, ${a[2]}, 0.9)`;
};
/** Samples the height field (two noise octaves + pointer hill) at every grid vertex. */
const sample = () => {
const sigma2 = 2 * HILL_RADIUS * HILL_RADIUS;
const lift = HILL_HEIGHT * hill.strength;
for (let r = 0; r <= rows; r++) {
const y = r * cell;
for (let c = 0; c <= cols; c++) {
const x = c * cell;
const n = 0.72 * noise(x * frequency, y * frequency, z) + 0.28 * noise(x * frequency * 2.3 + 17, y * frequency * 2.3, z * 1.4);
let h = 0.5 + 0.55 * n;
if (lift > 0.002) {
const dx = x - hill.x;
const dy = y - hill.y;
h += lift * Math.exp(-(dx * dx + dy * dy) / sigma2);
}
heights[r * (cols + 1) + c] = h;
}
}
};
const draw = () => {
sample();
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
ctx.clearRect(0, 0, width, height);
const regular = new Path2D();
const index = new Path2D();
const stride = cols + 1;
for (let r = 0; r < rows; r++) {
const y0 = r * cell;
for (let c = 0; c < cols; c++) {
const x0 = c * cell;
const tl = heights[r * stride + c];
const tr = heights[r * stride + c + 1];
const br = heights[(r + 1) * stride + c + 1];
const bl = heights[(r + 1) * stride + c];
const min = Math.min(tl, tr, br, bl);
const max = Math.max(tl, tr, br, bl);
// Only the levels that actually cross this cell are visited.
const from = Math.floor(min * levelCount) + 1;
const to = Math.floor(max * levelCount);
for (let l = from; l <= to; l++) {
const v = l / levelCount;
const kind = (tl > v ? 8 : 0) | (tr > v ? 4 : 0) | (br > v ? 2 : 0) | (bl > v ? 1 : 0);
const edges = CASES[kind];
if (!edges.length) continue;
const path = every > 0 && l % every === 0 ? index : regular;
for (let e = 0; e < edges.length; e += 2) {
for (let k = 0; k < 2; k++) {
const edge = edges[e + k];
let x: number;
let y: number;
// Linear interpolation of the crossing point along the edge.
if (edge === 0) {
x = x0 + cell * ((v - tl) / (tr - tl));
y = y0;
} else if (edge === 1) {
x = x0 + cell;
y = y0 + cell * ((v - tr) / (br - tr));
} else if (edge === 2) {
x = x0 + cell * ((v - bl) / (br - bl));
y = y0 + cell;
} else {
x = x0;
y = y0 + cell * ((v - tl) / (bl - tl));
}
if (k === 0) path.moveTo(x, y);
else path.lineTo(x, y);
}
}
}
}
}
ctx.lineCap = "round";
ctx.lineJoin = "round";
ctx.lineWidth = lineWidth;
ctx.strokeStyle = lineColor;
ctx.stroke(regular);
if (every > 0) {
ctx.lineWidth = lineWidth * 1.4;
ctx.strokeStyle = accentColor;
ctx.stroke(index);
}
};
const frame = (now: number) => {
raf = 0;
const dt = Math.min(100, last ? now - last : 16.7);
last = now;
const f = dt / 16.7;
if (hill.inside) {
const rect = canvas.getBoundingClientRect();
hill.tx = hill.clientX - rect.left;
hill.ty = hill.clientY - rect.top;
}
// Frame-rate independent easing of the hill's position and height.
const follow = 1 - Math.pow(0.8, f);
hill.x += (hill.tx - hill.x) * follow;
hill.y += (hill.ty - hill.y) * follow;
const goal = hill.inside ? 1 : 0;
hill.strength += (goal - hill.strength) * (1 - Math.pow(0.92, f));
z += dt * 0.00005 * speed;
const settling =
Math.abs(goal - hill.strength) > 0.003 ||
(hill.strength > 0.003 && Math.hypot(hill.tx - hill.x, hill.ty - hill.y) > 0.5);
const pending = speed > 0 || settling || dirty;
// Skip frames to stay at ≤30fps; the timeline above still advances smoothly.
if (pending && now - lastDraw >= FRAME_MS - 2) {
lastDraw = now;
dirty = false;
draw();
}
if (pending) schedule();
else last = 0;
};
const schedule = () => {
if (!raf && inView && !reduceMotion && !document.hidden) raf = requestAnimationFrame(frame);
};
const stop = () => {
cancelAnimationFrame(raf);
raf = 0;
last = 0;
};
const resize = () => {
const rect = canvas.getBoundingClientRect();
width = rect.width;
height = rect.height;
dpr = Math.min(2, window.devicePixelRatio || 1);
canvas.width = Math.max(1, Math.round(width * dpr));
canvas.height = Math.max(1, Math.round(height * dpr));
cols = Math.ceil(width / cell);
rows = Math.ceil(height / cell);
heights = new Float32Array((cols + 1) * (rows + 1));
draw();
schedule();
};
const onThemeChange = () => {
readTheme();
draw();
};
const onPointerMove = (e: PointerEvent) => {
if (e.pointerType !== "mouse" && e.pointerType !== "pen") return;
const rect = canvas.getBoundingClientRect();
hill.clientX = e.clientX;
hill.clientY = e.clientY;
const inside = e.clientX >= rect.left && e.clientX <= rect.right && e.clientY >= rect.top && e.clientY <= rect.bottom;
if (inside && hill.strength < 0.01) {
// Fresh entry: the hill grows where the pointer is instead of sliding in.
hill.x = hill.tx = e.clientX - rect.left;
hill.y = hill.ty = e.clientY - rect.top;
}
const changed = inside !== hill.inside;
hill.inside = inside;
// Moves elsewhere on the page never wake the loop.
if (inside || changed) {
dirty = true;
schedule();
}
};
const onPointerLeave = () => {
hill.inside = false;
schedule();
};
const onVisibility = () => (document.hidden ? stop() : schedule());
const listenPointer = interactive && !reduceMotion;
const io = new IntersectionObserver(([entry]) => {
inView = entry.isIntersecting;
if (inView) {
if (listenPointer) {
window.addEventListener("pointermove", onPointerMove, { passive: true });
document.documentElement.addEventListener("pointerleave", onPointerLeave);
}
schedule();
} else {
window.removeEventListener("pointermove", onPointerMove);
document.documentElement.removeEventListener("pointerleave", onPointerLeave);
stop();
}
});
readTheme();
resize();
const ro = new ResizeObserver(resize);
ro.observe(canvas);
io.observe(canvas);
const unobserveTheme = observeTheme(canvas, onThemeChange);
document.addEventListener("visibilitychange", onVisibility);
return () => {
stop();
ro.disconnect();
io.disconnect();
unobserveTheme();
document.removeEventListener("visibilitychange", onVisibility);
window.removeEventListener("pointermove", onPointerMove);
document.documentElement.removeEventListener("pointerleave", onPointerLeave);
};
}, [levels, lineWidth, speed, accentEvery, accent, scale, cellSize, interactive, reduceMotion]);
return (
<div className={`absolute inset-0 overflow-hidden ${className}`} {...props}>
<canvas
ref={canvasRef}
aria-hidden="true"
className="pointer-events-none absolute inset-0 block h-full w-full text-zinc-900 dark:text-zinc-100"
/>
{children != null && <div className="relative h-full w-full">{children}</div>}
</div>
);
}