There's still a bit more work to do on this, but this PR is compiling (with warnings) after eliminating the key types. When the tasks below are complete, this will be the new narrative for GPUI: - `Entity<T>` - This replaces `View<T>`/`Model<T>`. It represents a unit of state, and if `T` implements `Render`, then `Entity<T>` implements `Element`. - `&mut App` This replaces `AppContext` and represents the app. - `&mut Context<T>` This replaces `ModelContext` and derefs to `App`. It is provided by the framework when updating an entity. - `&mut Window` Broken out of `&mut WindowContext` which no longer exists. Every method that once took `&mut WindowContext` now takes `&mut Window, &mut App` and every method that took `&mut ViewContext<T>` now takes `&mut Window, &mut Context<T>` Not pictured here are the two other failed attempts. It's been quite a month! Tasks: - [x] Remove `View`, `ViewContext`, `WindowContext` and thread through `Window` - [x] [@cole-miller @mikayla-maki] Redraw window when entities change - [x] [@cole-miller @mikayla-maki] Get examples and Zed running - [x] [@cole-miller @mikayla-maki] Fix Zed rendering - [x] [@mikayla-maki] Fix todo! macros and comments - [x] Fix a bug where the editor would not be redrawn because of view caching - [x] remove publicness window.notify() and replace with `AppContext::notify` - [x] remove `observe_new_window_models`, replace with `observe_new_models` with an optional window - [x] Fix a bug where the project panel would not be redrawn because of the wrong refresh() call being used - [x] Fix the tests - [x] Fix warnings by eliminating `Window` params or using `_` - [x] Fix conflicts - [x] Simplify generic code where possible - [x] Rename types - [ ] Update docs ### issues post merge - [x] Issues switching between normal and insert mode - [x] Assistant re-rendering failure - [x] Vim test failures - [x] Mac build issue Release Notes: - N/A --------- Co-authored-by: Antonio Scandurra <me@as-cii.com> Co-authored-by: Cole Miller <cole@zed.dev> Co-authored-by: Mikayla <mikayla@zed.dev> Co-authored-by: Joseph <joseph@zed.dev> Co-authored-by: max <max@zed.dev> Co-authored-by: Michael Sloan <michael@zed.dev> Co-authored-by: Mikayla Maki <mikaylamaki@Mikaylas-MacBook-Pro.local> Co-authored-by: Mikayla <mikayla.c.maki@gmail.com> Co-authored-by: joão <joao@zed.dev>
218 lines
6.2 KiB
Rust
218 lines
6.2 KiB
Rust
use std::time::{Duration, Instant};
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use crate::{AnyElement, App, Element, ElementId, GlobalElementId, IntoElement, Window};
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pub use easing::*;
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/// An animation that can be applied to an element.
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pub struct Animation {
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/// The amount of time for which this animation should run
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pub duration: Duration,
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/// Whether to repeat this animation when it finishes
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pub oneshot: bool,
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/// A function that takes a delta between 0 and 1 and returns a new delta
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/// between 0 and 1 based on the given easing function.
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pub easing: Box<dyn Fn(f32) -> f32>,
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}
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impl Animation {
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/// Create a new animation with the given duration.
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/// By default the animation will only run once and will use a linear easing function.
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pub fn new(duration: Duration) -> Self {
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Self {
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duration,
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oneshot: true,
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easing: Box::new(linear),
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}
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}
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/// Set the animation to loop when it finishes.
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pub fn repeat(mut self) -> Self {
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self.oneshot = false;
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self
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}
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/// Set the easing function to use for this animation.
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/// The easing function will take a time delta between 0 and 1 and return a new delta
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/// between 0 and 1
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pub fn with_easing(mut self, easing: impl Fn(f32) -> f32 + 'static) -> Self {
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self.easing = Box::new(easing);
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self
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}
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}
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/// An extension trait for adding the animation wrapper to both Elements and Components
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pub trait AnimationExt {
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/// Render this component or element with an animation
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fn with_animation(
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self,
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id: impl Into<ElementId>,
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animation: Animation,
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animator: impl Fn(Self, f32) -> Self + 'static,
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) -> AnimationElement<Self>
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where
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Self: Sized,
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{
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AnimationElement {
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id: id.into(),
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element: Some(self),
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animator: Box::new(animator),
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animation,
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}
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}
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}
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impl<E> AnimationExt for E {}
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/// A GPUI element that applies an animation to another element
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pub struct AnimationElement<E> {
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id: ElementId,
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element: Option<E>,
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animation: Animation,
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animator: Box<dyn Fn(E, f32) -> E + 'static>,
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}
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impl<E> AnimationElement<E> {
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/// Returns a new [`AnimationElement<E>`] after applying the given function
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/// to the element being animated.
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pub fn map_element(mut self, f: impl FnOnce(E) -> E) -> AnimationElement<E> {
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self.element = self.element.map(f);
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self
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}
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}
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impl<E: IntoElement + 'static> IntoElement for AnimationElement<E> {
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type Element = AnimationElement<E>;
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fn into_element(self) -> Self::Element {
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self
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}
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}
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struct AnimationState {
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start: Instant,
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}
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impl<E: IntoElement + 'static> Element for AnimationElement<E> {
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type RequestLayoutState = AnyElement;
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type PrepaintState = ();
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fn id(&self) -> Option<ElementId> {
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Some(self.id.clone())
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}
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fn request_layout(
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&mut self,
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global_id: Option<&GlobalElementId>,
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window: &mut Window,
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cx: &mut App,
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) -> (crate::LayoutId, Self::RequestLayoutState) {
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window.with_element_state(global_id.unwrap(), |state, window| {
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let state = state.unwrap_or_else(|| AnimationState {
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start: Instant::now(),
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});
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let mut delta =
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state.start.elapsed().as_secs_f32() / self.animation.duration.as_secs_f32();
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let mut done = false;
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if delta > 1.0 {
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if self.animation.oneshot {
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done = true;
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delta = 1.0;
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} else {
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delta %= 1.0;
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}
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}
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let delta = (self.animation.easing)(delta);
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debug_assert!(
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(0.0..=1.0).contains(&delta),
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"delta should always be between 0 and 1"
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);
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let element = self.element.take().expect("should only be called once");
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let mut element = (self.animator)(element, delta).into_any_element();
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if !done {
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window.request_animation_frame();
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}
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((element.request_layout(window, cx), element), state)
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})
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}
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fn prepaint(
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&mut self,
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_id: Option<&GlobalElementId>,
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_bounds: crate::Bounds<crate::Pixels>,
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element: &mut Self::RequestLayoutState,
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window: &mut Window,
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cx: &mut App,
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) -> Self::PrepaintState {
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element.prepaint(window, cx);
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}
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fn paint(
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&mut self,
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_id: Option<&GlobalElementId>,
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_bounds: crate::Bounds<crate::Pixels>,
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element: &mut Self::RequestLayoutState,
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_: &mut Self::PrepaintState,
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window: &mut Window,
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cx: &mut App,
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) {
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element.paint(window, cx);
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}
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}
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mod easing {
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use std::f32::consts::PI;
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/// The linear easing function, or delta itself
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pub fn linear(delta: f32) -> f32 {
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delta
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}
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/// The quadratic easing function, delta * delta
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pub fn quadratic(delta: f32) -> f32 {
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delta * delta
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}
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/// The quadratic ease-in-out function, which starts and ends slowly but speeds up in the middle
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pub fn ease_in_out(delta: f32) -> f32 {
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if delta < 0.5 {
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2.0 * delta * delta
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} else {
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let x = -2.0 * delta + 2.0;
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1.0 - x * x / 2.0
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}
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}
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/// Apply the given easing function, first in the forward direction and then in the reverse direction
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pub fn bounce(easing: impl Fn(f32) -> f32) -> impl Fn(f32) -> f32 {
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move |delta| {
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if delta < 0.5 {
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easing(delta * 2.0)
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} else {
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easing((1.0 - delta) * 2.0)
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}
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}
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}
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/// A custom easing function for pulsating alpha that slows down as it approaches 0.1
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pub fn pulsating_between(min: f32, max: f32) -> impl Fn(f32) -> f32 {
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let range = max - min;
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move |delta| {
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// Use a combination of sine and cubic functions for a more natural breathing rhythm
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let t = (delta * 2.0 * PI).sin();
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let breath = (t * t * t + t) / 2.0;
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// Map the breath to our desired alpha range
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let normalized_alpha = (breath + 1.0) / 2.0;
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min + (normalized_alpha * range)
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}
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}
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}
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