Throw physics with pool-table collisions and comet trail

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Ya
29 Aprili 2026, 23:32 UTC
Mwandishi
kamo
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f72a0b8

Flicking a head past the throw threshold launches it across the viewport under explicit physics (friction, edge bounce, head-vs-head elastic collisions). Slow drops still land exactly where released. While the head is in motion an arcade-style fire trail follows it. Throw is gated by both release velocity (>= 650 px/s averaged over the last ~110 ms) and total drag distance (>= 30 px) so a quick precise re-position never accidentally triggers a throw. Magnitude is capped at 3200 px/s to keep edge-of-detection flicks tame. The throw RAF loop drives motion-value writes directly via .set() — bypassing framer-motion springs while in flight — and self-stops when all heads drop below the stop-speed threshold. placeHomeCluster and softPushCluster skip any anchor currently in the throw map so the spring system never fights the physics integrator. Struck heads detach from any cluster, promote to a solo cluster, and join the throw simulation with the impulse imparted by the collision. Trail rendering: SVG layer with radial-gradient embers along recent positions, mix-blend-mode: screen for additive glow, single CSS blur filter for softness — arcade aesthetic, near-zero CPU cost.

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