Return

Weave

A tactile op-art loom pulled through a diagonal current.

Why it feels fluid: alternating diagonal bands rotate in opposite directions while every tile still lands on the same frame. Sliding each edge along its normal creates triangles, trapezoids, slivers, and blocks without swapping shapes.

Source

components/interior/weave.tsx
"use client";

import { useEffect, useRef, type CSSProperties } from "react";
import { cn } from "@/lib/utils";

export type WeaveProps = {
  className?: string;
  speed?: number;
  style?: CSSProperties;
};

type Point = {
  x: number;
  y: number;
};

const GRID_SIZE = 12;
const GUTTER_RATIO = 0.14;
const STAGGER_SPREAD = 0.5;
const FIELD_ANGLE = Math.PI / 4;
const LOOP_DURATION = 6000;
const TAU = Math.PI * 2;
const REDUCED_MOTION_QUERY = "(prefers-reduced-motion: reduce)";
const FINE_POINTER_QUERY = "(pointer: fine)";

function clamp01(value: number) {
  return Math.min(1, Math.max(0, value));
}

function easeInOut(value: number) {
  return 0.5 - Math.cos(clamp01(value) * Math.PI) * 0.5;
}

function smoothstep(edgeStart: number, edgeEnd: number, value: number) {
  const amount = clamp01((value - edgeStart) / (edgeEnd - edgeStart));
  return amount * amount * (3 - 2 * amount);
}

function appendPolygon(path: Path2D, polygon: Point[]) {
  if (polygon.length < 3) return;
  path.moveTo(polygon[0].x, polygon[0].y);
  for (let index = 1; index < polygon.length; index += 1) {
    path.lineTo(polygon[index].x, polygon[index].y);
  }
  path.closePath();
}

function clipAgainstHalfPlane(
  polygon: Point[],
  center: Point,
  normal: Point,
  distance: number,
) {
  const clipped: Point[] = [];

  const signedDistance = (point: Point) =>
    (point.x - center.x) * normal.x +
    (point.y - center.y) * normal.y -
    distance;

  for (let index = 0; index < polygon.length; index += 1) {
    const current = polygon[index];
    const previous = polygon[(index + polygon.length - 1) % polygon.length];
    const currentDistance = signedDistance(current);
    const previousDistance = signedDistance(previous);
    const currentInside = currentDistance <= 0;
    const previousInside = previousDistance <= 0;

    if (currentInside !== previousInside) {
      const amount = previousDistance / (previousDistance - currentDistance);
      clipped.push({
        x: previous.x + (current.x - previous.x) * amount,
        y: previous.y + (current.y - previous.y) * amount,
      });
    }

    if (currentInside) clipped.push(current);
  }

  return clipped;
}

/**
 * A seamless op-art loom built from square windows clipped by one moving edge.
 * Alternating diagonal bands counter-rotate while a fine pointer pulls locally
 * on the weave without adding a separate visual layer.
 */
export function Weave({ className, speed = 1, style }: WeaveProps) {
  const canvasRef = useRef<HTMLCanvasElement>(null);
  const containerRef = useRef<HTMLDivElement>(null);

  useEffect(() => {
    const canvas = canvasRef.current;
    const container = containerRef.current;
    if (!canvas || !container) return;

    const context = canvas.getContext("2d", { alpha: false });
    if (!context) return;

    const reducedMotionQuery = window.matchMedia(REDUCED_MOTION_QUERY);
    const finePointerQuery = window.matchMedia(FINE_POINTER_QUERY);
    let width = 1;
    let height = 1;
    let dpr = 1;
    let elapsed = 0;
    let previousTime = performance.now();
    let frame: number | null = null;
    let pageVisible = !document.hidden;
    let pointerInside = false;
    let hover = 0;
    let pointerX = 0.5;
    let pointerY = 0.5;
    let targetX = 0.5;
    let targetY = 0.5;
    const safeSpeed = Number.isFinite(speed) ? Math.max(0, speed) : 1;

    const paint = (progress: number) => {
      context.setTransform(dpr, 0, 0, dpr, 0, 0);
      context.fillStyle = "#F6F1E8";
      context.fillRect(0, 0, width, height);

      const gridExtent = Math.min(width, height);
      const pitch = gridExtent / GRID_SIZE;
      const gridLeft = (width - gridExtent) * 0.5;
      const gridTop = (height - gridExtent) * 0.5;
      const windowSize = pitch * (1 - GUTTER_RATIO);
      const halfWindow = windowSize * 0.5;
      const originIndex = Math.floor(GRID_SIZE / 2);
      const maximumColumnDistance = Math.max(
        originIndex,
        GRID_SIZE - 1 - originIndex,
      );
      const maximumRowDistance = Math.max(
        originIndex,
        GRID_SIZE - 1 - originIndex,
      );
      const maximumRadius = Math.hypot(
        maximumColumnDistance,
        maximumRowDistance,
      );

      const pointer = {
        x: pointerX * width,
        y: pointerY * height,
      };
      const interactionRadius = pitch * 3.25;
      const inkPath = new Path2D();
      const signaturePath = new Path2D();

      for (let row = 0; row < GRID_SIZE; row += 1) {
        for (let column = 0; column < GRID_SIZE; column += 1) {
          const diagonal = (column + row) / (2 * (GRID_SIZE - 1));
          const delay = diagonal * STAGGER_SPREAD;
          const localProgress = clamp01(
            (progress - delay) / (1 - STAGGER_SPREAD),
          );
          const center = {
            x: gridLeft + (column + 0.5) * pitch,
            y: gridTop + (row + 0.5) * pitch,
          };
          const pointerDistance = Math.hypot(
            center.x - pointer.x,
            center.y - pointer.y,
          );
          const pointerFalloff =
            hover *
            (1 - smoothstep(interactionRadius * 0.18, interactionRadius, pointerDistance));
          const tension = pointerFalloff * pointerFalloff;
          const pointerAngle = Math.atan2(
            center.y - pointer.y,
            center.x - pointer.x,
          );

          const diagonalBand = Math.floor((column + row) / 3);
          const turnDirection = diagonalBand % 2 === 0 ? 1 : -1;
          const turnCount = diagonalBand % 4 === 0 ? 2 : 1;
          const tensionEnvelope = Math.sin(Math.PI * localProgress);
          const tensionAdvance =
            tension * 0.075 * turnDirection * tensionEnvelope;
          const easedProgress = easeInOut(
            clamp01(localProgress + tensionAdvance),
          );
          const angle =
            FIELD_ANGLE +
            easedProgress * TAU * turnCount * turnDirection +
            Math.sin(pointerAngle - FIELD_ANGLE) * tension * 0.48;
          const normal = {
            x: -Math.sin(angle),
            y: Math.cos(angle),
          };

          const radialDistance = Math.hypot(
            column - originIndex,
            row - originIndex,
          );
          const radius = clamp01(radialDistance / maximumRadius);
          const damping = easeInOut(radius);
          const offsetPhase = radius * 2;
          const edgeDistance =
            Math.sin(TAU * (easedProgress + offsetPhase)) *
              windowSize *
              0.19 *
              damping +
            Math.cos(pointerAngle + easedProgress * TAU) *
              windowSize *
              0.11 *
              tension;

          const square = [
            { x: center.x - halfWindow, y: center.y - halfWindow },
            { x: center.x + halfWindow, y: center.y - halfWindow },
            { x: center.x + halfWindow, y: center.y + halfWindow },
            { x: center.x - halfWindow, y: center.y + halfWindow },
          ];
          const clipped = clipAgainstHalfPlane(
            square,
            center,
            normal,
            edgeDistance,
          );

          appendPolygon(inkPath, clipped);
          if (column === row) appendPolygon(signaturePath, clipped);
        }
      }

      context.fillStyle = "#181318";
      context.fill(inkPath);
      context.fillStyle = "#F15A3A";
      context.fill(signaturePath);

    };

    const tick = (now: number) => {
      frame = null;
      const delta = Math.min(50, Math.max(0, now - previousTime));
      previousTime = now;
      elapsed += delta * safeSpeed;

      const hoverTarget = pointerInside && finePointerQuery.matches ? 1 : 0;
      const hoverDuration = hoverTarget > hover ? 80 : 340;
      hover +=
        (hoverTarget - hover) * (1 - Math.exp(-delta / hoverDuration));
      pointerX += (targetX - pointerX) * (1 - Math.exp(-delta / 62));
      pointerY += (targetY - pointerY) * (1 - Math.exp(-delta / 62));
      if (Math.abs(hoverTarget - hover) < 0.001) hover = hoverTarget;

      paint((elapsed % LOOP_DURATION) / LOOP_DURATION);

      const interactionIsSettling =
        Math.abs(hoverTarget - hover) >= 0.001 ||
        Math.abs(targetX - pointerX) >= 0.001 ||
        Math.abs(targetY - pointerY) >= 0.001;
      if (
        !reducedMotionQuery.matches &&
        pageVisible &&
        (safeSpeed > 0 || interactionIsSettling)
      ) {
        frame = window.requestAnimationFrame(tick);
      }
    };

    const requestTick = () => {
      if (frame === null && !reducedMotionQuery.matches && pageVisible) {
        previousTime = performance.now();
        frame = window.requestAnimationFrame(tick);
      }
    };

    const resize = () => {
      const bounds = container.getBoundingClientRect();
      width = Math.max(1, bounds.width);
      height = Math.max(1, bounds.height);
      dpr = Math.min(window.devicePixelRatio || 1, 2);
      canvas.width = Math.round(width * dpr);
      canvas.height = Math.round(height * dpr);
      paint(reducedMotionQuery.matches ? 0 : (elapsed % LOOP_DURATION) / LOOP_DURATION);
      requestTick();
    };

    const onReducedMotionChange = () => {
      pointerInside = false;
      hover = 0;
      if (reducedMotionQuery.matches && frame !== null) {
        window.cancelAnimationFrame(frame);
        frame = null;
      }
      paint(0);
      requestTick();
    };

    const onPointerMove = (event: PointerEvent) => {
      if (!finePointerQuery.matches || reducedMotionQuery.matches) return;
      const bounds = container.getBoundingClientRect();
      targetX = clamp01((event.clientX - bounds.left) / bounds.width);
      targetY = clamp01((event.clientY - bounds.top) / bounds.height);
      pointerInside = true;
      requestTick();
    };

    const onPointerLeave = () => {
      pointerInside = false;
      requestTick();
    };

    const onPointerCapabilityChange = () => {
      if (!finePointerQuery.matches) pointerInside = false;
      requestTick();
    };

    const onVisibilityChange = () => {
      pageVisible = !document.hidden;
      if (!pageVisible && frame !== null) {
        window.cancelAnimationFrame(frame);
        frame = null;
      }
      requestTick();
    };

    const observer = new ResizeObserver(resize);
    observer.observe(container);
    container.addEventListener("pointermove", onPointerMove, { passive: true });
    container.addEventListener("pointerleave", onPointerLeave, {
      passive: true,
    });
    finePointerQuery.addEventListener("change", onPointerCapabilityChange);
    reducedMotionQuery.addEventListener("change", onReducedMotionChange);
    document.addEventListener("visibilitychange", onVisibilityChange);
    resize();

    return () => {
      observer.disconnect();
      container.removeEventListener("pointermove", onPointerMove);
      container.removeEventListener("pointerleave", onPointerLeave);
      finePointerQuery.removeEventListener("change", onPointerCapabilityChange);
      reducedMotionQuery.removeEventListener("change", onReducedMotionChange);
      document.removeEventListener("visibilitychange", onVisibilityChange);
      if (frame !== null) window.cancelAnimationFrame(frame);
    };
  }, [speed]);

  return (
    <div
      ref={containerRef}
      className={cn("relative isolate overflow-hidden bg-[#f6f1e8]", className)}
      style={style}
    >
      <canvas
        ref={canvasRef}
        aria-hidden="true"
        className="absolute inset-0 block size-full"
      />
    </div>
  );
}

Usage

weave-panel.tsx
"use client";

import { Weave } from "@/components/interior/weave";

export function WeavePanel() {
  return (
    <Weave className="aspect-square w-full rounded-2xl border" />
  );
}

Props

speed1
number

Multiplier for the seamless six-second rotation loop.

classNameundefined
string

Classes applied to the canvas container. Give it an explicit size.

styleundefined
CSSProperties

Inline styles applied to the canvas container.

Every tile is a square clipped by one moving half-plane. The warm paper, counter-rotating ink bands, coral signature thread, and geometric pointer tension are drawn locally on one canvas.