# Lodestone

> A field of hairlines that lines up like iron filings around your call to action. The button is a bar magnet, the pointer a second pole that bends the field toward it, the headline a stone the field flows around, and a success state swings every line to north in one wave.

An animated React component from KeyframeUI, installed as source with the shadcn CLI. Built with React, Tailwind CSS and Motion.

- Docs and live preview: https://keyframeui.com/components/lodestone
- Tags: Background, Interaction, Canvas
- npm dependencies: motion, clsx, tailwind-merge

## Installation

Register the @keyframeui registry in `components.json` once per project:

```json
{
  "registries": {
    "@keyframeui": "https://keyframeui.com/r/{name}.json"
  }
}
```

Then add the component. It lands in `components/ui/lodestone.tsx`, and the CLI also adds `lib/utils.ts` (the `cn` helper) and installs the npm dependencies:

```bash
npx shadcn@latest add @keyframeui/lodestone
```

Or install by URL, without registering the namespace:

```bash
npx shadcn@latest add https://keyframeui.com/r/lodestone.json
```

## Usage

The main demo shows typical usage.

### Waitlist Hero

An AI startup's waitlist hero. The whole email pill is the magnet: the field loops out from it, parts around the headline, and bends toward the pointer. Join, and every hairline swings to north with `aligned`; Undo lets the field take them back.

Install this demo, with the component included:

```bash
npx shadcn@latest add @keyframeui/lodestone-demo
```

```tsx title="components/lodestone-demo.tsx"
"use client";

import * as React from "react";

import { Lodestone, LodestoneQuiet, LodestoneTarget } from "@/components/ui/lodestone";

export function LodestoneDemo() {
  const [joined, setJoined] = React.useState(false);
  const [email, setEmail] = React.useState("");

  return (
    <Lodestone
      aligned={joined}
      className="flex h-[var(--demo-height,36rem)] w-full flex-col items-center justify-center rounded-2xl border border-border bg-background px-6 text-center text-foreground"
    >
      <LodestoneQuiet className="flex flex-col items-center">
        <span className="rounded-full border border-border bg-background px-3 py-1 text-xs font-medium text-muted-foreground">
          Private beta · 2,480 teams waiting
        </span>
        <h2 className="mt-6 max-w-[15ch] text-4xl/[1.05] font-semibold tracking-tight text-balance sm:text-6xl/[1.02]">
          Agents that pull in one direction
        </h2>
        <p className="mt-5 max-w-md text-base/7 text-pretty text-muted-foreground">
          Meridian lines up every agent in your stack behind one goal, one plan and one log you
          can read.
        </p>
      </LodestoneQuiet>

      <LodestoneTarget className="mt-10 h-12">
        {joined ? (
          <div className="flex h-12 items-center gap-3 rounded-full border border-border bg-background pr-2 pl-5 text-sm">
            <span className="font-medium">You&apos;re in. Number 2,481.</span>
            <button
              type="button"
              onClick={() => {
                setJoined(false);
                setEmail("");
              }}
              className="rounded-full px-3 py-1.5 text-muted-foreground transition-colors hover:bg-muted hover:text-foreground"
            >
              Undo
            </button>
          </div>
        ) : (
          <form
            onSubmit={(e) => {
              e.preventDefault();
              setJoined(true);
            }}
            className="flex h-12 items-center rounded-full border border-border bg-background p-1 shadow-sm"
          >
            <label htmlFor="lodestone-email" className="sr-only">
              Work email
            </label>
            <input
              id="lodestone-email"
              type="email"
              required
              value={email}
              onChange={(e) => setEmail(e.target.value)}
              placeholder="you@company.com"
              className="h-full w-44 bg-transparent px-4 text-sm outline-none placeholder:text-muted-foreground sm:w-56"
            />
            <button
              type="submit"
              className="h-10 rounded-full bg-foreground px-5 text-sm font-medium text-background transition-transform active:scale-[0.97]"
            >
              Join the waitlist
            </button>
          </form>
        )}
      </LodestoneTarget>
    </Lodestone>
  );
}
```

## Examples

Finished sections built with Lodestone. Each one installs whole, with the component included.

### Studio CTA

A studio's closing card in stone and orange. The button is a single pole (`poles="center"`), so the field fans into it from across the card, and the serif headline and the small print are both quiet zones.

Install this demo, with the component included:

```bash
npx shadcn@latest add @keyframeui/lodestone-studio-demo
```

```tsx title="components/lodestone-studio-demo.tsx"
import { Lodestone, LodestoneQuiet, LodestoneTarget } from "@/components/ui/lodestone";

export function LodestoneStudioDemo() {
  return (
    <Lodestone
      spacing={20}
      reach={1.1}
      fieldClassName="text-stone-200"
      accentClassName="text-orange-300"
      className="flex min-h-[26rem] w-full max-w-4xl flex-col justify-between gap-12 rounded-3xl bg-stone-950 p-8 text-stone-100 sm:p-12"
    >
      <LodestoneQuiet className="max-w-md">
        <p className="font-mono text-xs tracking-widest text-stone-400 uppercase">Booking Q1 · 2 slots left</p>
        <h2 className="mt-5 font-serif text-4xl/[1.05] tracking-tight text-balance sm:text-5xl/[1.02]">
          Have something you want people to feel?
        </h2>
      </LodestoneQuiet>

      <div className="flex flex-wrap items-end justify-between gap-6">
        <LodestoneQuiet className="text-sm/6 text-stone-400">
          Brand, product and motion for teams
          <br />
          shipping their first big thing.
        </LodestoneQuiet>
        <LodestoneTarget poles="center">
          <a
            href="#book"
            className="group inline-flex h-14 items-center gap-3 rounded-full bg-stone-100 pr-2 pl-7 text-base font-medium text-stone-950"
          >
            Book an intro call
            <span className="grid size-10 place-items-center rounded-full bg-stone-950 text-stone-100 transition-transform duration-300 group-hover:rotate-[-45deg]">
              <svg aria-hidden viewBox="0 0 16 16" className="size-4" fill="none" stroke="currentColor" strokeWidth="1.6" strokeLinecap="round" strokeLinejoin="round">
                <path d="M3 8h10M9 4l4 4-4 4" />
              </svg>
            </span>
          </a>
        </LodestoneTarget>
      </div>
    </Lodestone>
  );
}
```

### Two Paths

A hero with a primary and a secondary call to action. The field rests on the primary; lean toward the other and its `strength` takes over, so the field swings across in a wave from that button.

Install this demo, with the component included:

```bash
npx shadcn@latest add @keyframeui/lodestone-paths-demo
```

```tsx title="components/lodestone-paths-demo.tsx"
"use client";

import * as React from "react";

import { Lodestone, LodestoneQuiet, LodestoneTarget } from "@/components/ui/lodestone";

type Path = "build" | "sales";

export function LodestonePathsDemo() {
  // The field rests on the primary path and follows whichever one the visitor leans toward.
  const [leaning, setLeaning] = React.useState<Path | null>(null);
  const active = leaning ?? "build";

  const lean = (path: Path) => ({
    strength: active === path ? 1 : 0.12,
    onPointerEnter: () => setLeaning(path),
    onPointerLeave: () => setLeaning(null),
    onFocus: () => setLeaning(path),
    onBlur: () => setLeaning(null),
  });

  return (
    <Lodestone
      cursor={0.6}
      className="flex h-[var(--demo-height,32rem)] w-full flex-col items-center justify-center rounded-2xl border border-border bg-background px-6 text-center text-foreground"
    >
      <LodestoneQuiet className="flex flex-col items-center">
        <h2 className="max-w-[16ch] text-4xl/[1.05] font-semibold tracking-tight text-balance sm:text-5xl/[1.03]">
          Your first agent ships this afternoon
        </h2>
        <p className="mt-4 max-w-sm text-base/7 text-pretty text-muted-foreground">
          Start from a template on your own, or walk through your stack with an engineer.
        </p>
      </LodestoneQuiet>

      <div className="mt-10 flex flex-wrap items-center justify-center gap-3">
        <LodestoneTarget {...lean("build")}>
          <a
            href="#start"
            className="inline-flex h-11 items-center rounded-full bg-foreground px-6 text-sm font-medium text-background"
          >
            Start building free
          </a>
        </LodestoneTarget>
        <LodestoneTarget {...lean("sales")}>
          <a
            href="#sales"
            className="inline-flex h-11 items-center rounded-full border border-border bg-background px-6 text-sm font-medium transition-colors hover:bg-muted"
          >
            Talk to an engineer
          </a>
        </LodestoneTarget>
      </div>
    </Lodestone>
  );
}
```

## Props

| Prop | Type | Default | Description |
| --- | --- | --- | --- |
| `children` (required) | `React.ReactNode` |  | The section. Wrap the call to action in `LodestoneTarget` and the headline in `LodestoneQuiet`. |
| `aligned` | `boolean` | `false` | Swings every hairline to north in one wave from the strongest target, with a ring. Use it for a success state: a waitlist joined, a form sent. |
| `cursor` | `number` | `0.8` | Strength of the pointer's own pole, relative to a target. It fades out while a target is hovered. `0` turns it off. |
| `reach` | `number` | `1.3` | How far the targets' fields carry across the backdrop. |
| `spacing` | `number` | `24` | Distance between hairlines, in px. |
| `length` | `number` | `0.6` | Length of a hairline in a strong field, as a share of `spacing`. In a weak field they shrink toward a quarter of that. |
| `thickness` | `number` | `1` | Line width, in px. |
| `intro` | `boolean` | `true` | Scatter the hairlines and let them snap into line, in a ring from the target, the first time the field scrolls into view. |
| `marks` | `boolean` | `true` | Draw a faint static + every six cells, like engineering paper. |
| `fade` | `boolean` | `true` | Fade the field out toward the edges. |
| `fieldClassName` | `string` | `"text-zinc-900 dark:text-zinc-100"` | A `text-*` color for the hairlines. The canvas reads it, so `dark:` variants work; opacity comes from the field's strength. |
| `accentClassName` | `string` | `"text-indigo-500 dark:text-indigo-400"` | A `text-*` color that gathers around a hovered target and rides the shockwave. |
| `canvasClassName` | `string` |  | Classes for the canvas, e.g. `opacity-60` to quiet the whole field. |
| `className` | `string` |  | Classes for the section. Give it a background: the field draws behind the content, on top of it. |
| `target.strength` | `number` | `1` | `LodestoneTarget`: how strongly this target pulls. Change it and the field hands over in a wave that starts at this target. |
| `target.poles` | `"ends" \| "center"` | `"ends"` | `LodestoneTarget`: `ends` makes it a bar magnet whose field arcs from one end to the other; `center` is a single pole the field points into. |
| `target.className` | `string` |  | `LodestoneTarget`: classes for the wrapper, an `inline-flex` div. Hovering or keyboard-focusing it charges the target up; pressing it sends a shockwave. |
| `quiet.className` | `string` |  | `LodestoneQuiet`: classes for the wrapper. The field parts around it on a rounded outline and draws nothing under it, so text stays readable. |

## Source

```tsx title="components/ui/lodestone.tsx"
"use client";

import * as React from "react";
import { useReducedMotion } from "motion/react";

import { cn } from "@/lib/utils";

/* ─────────────────────────────────────────────────────────
 * LODESTONE STORYBOARD
 *
 *  intro    the first time the field scrolls into view, the
 *           hairlines lie scattered like loose filings, then
 *           snap into line in a ring that spreads out from the
 *           call to action
 *  rest     every `LodestoneTarget` is a bar magnet: its field
 *           arcs from one end of the button to the other and
 *           loops out across the backdrop, so the whole surface
 *           quietly leads back to it. Strong field: long, dark
 *           hairlines that swing fast. Weak field: short, faint
 *           ones that barely agree on a direction
 *  cursor   the pointer is a second, weaker pole. Its field
 *           bends the loops toward it and, near the button,
 *           bridges into the far end like iron filings between
 *           two magnets
 *  hover    pointer or focus on a target: the cursor's pull lets
 *           go and the target charges up. Its field takes over
 *           in a wave that starts at the button, and the accent
 *           color gathers around it
 *  press    a shockwave rolls out from the target; each hairline
 *           twitches as it passes and springs back
 *  aligned  `aligned` (a waitlist joined, a form sent) swings
 *           every hairline to north in one wave, with a ring
 *  quiet    `LodestoneQuiet` (a headline, a paragraph) is a
 *           stone in the stream: the field parts and flows
 *           along its edges, and nothing draws under the text
 *  reduced  the same field, drawn still: no intro, no cursor,
 *           states change in one frame
 * ───────────────────────────────────────────────────────── */

const FIELD = {
  falloff: 1.5, // field of one pole ~ 1/r^falloff; a real magnet is 2, this reaches further
  soften: 14, // px, keeps the field finite right on a pole
  waveSpeed: 1150, // px/s, how fast a change spreads out from where it started
  tween: 0.55, // s, a target's charge or hover changing at one spot
  alignTween: 0.75, // s, swinging to north at one spot
  intro: 0.9, // s, a filing finding its line at one spot
  hoverBoost: 1.5, // a hovered target's charge, on top of 1
  cursorFollow: 0.18, // s, time constant of the cursor's pole fading in and out
  stiffness: [55, 320], // spring stiffness from the weakest to the strongest field
  damping: 0.5, // damping ratio, a little under 1 so each hairline settles with a small overshoot
  jitter: 0.55, // rad, how much hairlines in a weak field disagree
  minLength: 0.22, // a hairline in no field is this share of `length`
  alpha: [0.06, 0.6], // opacity from the weakest to the strongest field
  accentReach: 1.2, // how far the accent gathers around a target, relative to its field
  ring: { speed: 820, width: 46, decay: 0.85, kick: 34 }, // shockwave: px/s, px, s, rad/s²
  marks: 6, // a static + every this many cells
  markAlpha: 0.2,
  fadeCells: 3, // edge fade, in cells
  levels: 14, // opacity steps hairlines are batched into
  accents: 4, // accent mix steps
  maxDpr: 2,
} as const;

type Tween = { from: number; to: number; t0: number; dur: number; ox: number; oy: number };
type Poles = "ends" | "center";

type Target = {
  el: HTMLElement;
  poles: Poles;
  strength: Tween;
  hover: Tween;
  hovered: boolean;
  // per frame, relative to the root
  x0: number;
  y0: number;
  x1: number;
  y1: number;
};

type Options = {
  spacing: number;
  length: number;
  thickness: number;
  reach: number;
  cursor: number;
  intro: boolean;
  marks: boolean;
  fade: boolean;
  reduced: boolean;
};

const clamp01 = (t: number) => Math.min(1, Math.max(0, t));
const smoothstep = (a: number, b: number, x: number) => {
  const t = clamp01((x - a) / (b - a));
  return t * t * (3 - 2 * t);
};
const easeInOut = (t: number) => (t < 0.5 ? 4 * t * t * t : 1 - Math.pow(-2 * t + 2, 3) / 2);
/** A hairline has no head, so angles that differ by π are the same: wraps to (-π/2, π/2]. */
const wrapAxial = (a: number) => a - Math.PI * Math.round(a / Math.PI);
const NORTH = Math.PI / 2;

function still(value: number): Tween {
  return { from: value, to: value, t0: 0, dur: 0, ox: 0, oy: 0 };
}

/** The tween's value at a point `d` px from where it started: the change reaches it `d / waveSpeed` s late. */
function tweenAt(tw: Tween, t: number, d: number) {
  if (tw.from === tw.to) return tw.to;
  const p = (t - tw.t0 - d / FIELD.waveSpeed) / tw.dur;
  if (p <= 0) return tw.from;
  if (p >= 1) return tw.to;
  return tw.from + (tw.to - tw.from) * easeInOut(p);
}

function tweenDone(tw: Tween, t: number, maxDistance: number) {
  return tw.from === tw.to || t > tw.t0 + tw.dur + maxDistance / FIELD.waveSpeed;
}

/** Signed distance from a point to a rounded box, and the outward normal there. */
function boxDistance(
  px: number,
  py: number,
  x0: number,
  y0: number,
  x1: number,
  y1: number,
  radius: number,
  out: { d: number; nx: number; ny: number },
) {
  const cx = (x0 + x1) / 2;
  const cy = (y0 + y1) / 2;
  const sx = px < cx ? -1 : 1;
  const sy = py < cy ? -1 : 1;
  const qx = Math.abs(px - cx) - ((x1 - x0) / 2 - radius);
  const qy = Math.abs(py - cy) - ((y1 - y0) / 2 - radius);
  if (qx > 0 && qy > 0) {
    const len = Math.hypot(qx, qy);
    out.d = len - radius;
    out.nx = (sx * qx) / len;
    out.ny = (sy * qy) / len;
  } else if (qx > qy) {
    out.d = qx - radius;
    out.nx = sx;
    out.ny = 0;
  } else {
    out.d = qy - radius;
    out.nx = 0;
    out.ny = sy;
  }
  return out;
}

function createField() {
  let root: HTMLElement | null = null;
  let canvas: HTMLCanvasElement | null = null;
  let ctx: CanvasRenderingContext2D | null = null;
  let probes: { ink: HTMLElement; accent: HTMLElement } | null = null;
  let colors: string[] = [];

  let options: Options = {
    spacing: 22,
    length: 0.6,
    thickness: 1,
    reach: 1,
    cursor: 0.8,
    intro: true,
    marks: true,
    fade: true,
    reduced: false,
  };

  const targets = new Map<string, Target>();
  const quiet = new Map<string, HTMLElement>();

  // Hairlines, rebuilt when the root changes size.
  let count = 0;
  let px = new Float32Array(0);
  let py = new Float32Array(0);
  let theta = new Float32Array(0);
  let omega = new Float32Array(0);
  let scatter = new Float32Array(0); // a filing's angle before the intro
  let jitter = new Float32Array(0); // -1…1, how this filing disagrees in a weak field
  let marks: number[] = [];
  let width = 0;
  let height = 0;
  let dpr = 1;
  let settled = false; // hairlines have been placed on their field once

  // Draw batches: one Float32Array of segments per opacity level × accent step.
  let batches: Float32Array[] = [];
  let batchCounts: Int32Array = new Int32Array(0);

  let aligned = still(0);
  let intro = still(1);
  let introStarted = false;
  const rings: { t0: number; x: number; y: number; amp: number }[] = [];
  const cursor = { x: 0, y: 0, inside: false, charge: 0 };

  let raf = 0;
  let last = 0;
  let visible = false;
  const cleanups: (() => void)[] = [];

  const now = () => performance.now() / 1000;

  function readColors() {
    if (!probes) return;
    const ink = getComputedStyle(probes.ink).color;
    const accent = getComputedStyle(probes.accent).color;
    colors = [];
    for (let i = 0; i < FIELD.accents; i++) {
      const share = Math.round((i / (FIELD.accents - 1)) * 100);
      probes.ink.style.color = `color-mix(in oklab, ${ink}, ${accent} ${share}%)`;
      colors.push(getComputedStyle(probes.ink).color);
    }
    probes.ink.style.color = "";
  }

  function layout() {
    if (!root || !canvas) return;
    const w = root.clientWidth;
    const h = root.clientHeight;
    dpr = Math.min(window.devicePixelRatio || 1, FIELD.maxDpr);
    if (w === width && h === height && canvas.width === Math.round(w * dpr)) return;
    width = w;
    height = h;
    canvas.width = Math.round(w * dpr);
    canvas.height = Math.round(h * dpr);

    const s = options.spacing;
    const cols = Math.max(1, Math.floor(w / s));
    const rows = Math.max(1, Math.floor(h / s));
    const ox = (w - (cols - 1) * s) / 2;
    const oy = (h - (rows - 1) * s) / 2;
    count = cols * rows;
    px = new Float32Array(count);
    py = new Float32Array(count);
    const oldTheta = theta;
    theta = new Float32Array(count);
    omega = new Float32Array(count);
    scatter = new Float32Array(count);
    jitter = new Float32Array(count);
    // Seeded, so the filings scatter the same way on every render.
    let seed = 1234567;
    const random = () => ((seed = (seed * 16807) % 2147483647) / 2147483647);
    for (let r = 0, i = 0; r < rows; r++) {
      for (let c = 0; c < cols; c++, i++) {
        px[i] = ox + c * s;
        py[i] = oy + r * s;
        scatter[i] = (random() - 0.5) * Math.PI;
        jitter[i] = random() * 2 - 1;
        theta[i] = oldTheta.length === count ? oldTheta[i] : scatter[i];
      }
    }
    marks = [];
    for (let r = 0; r < rows - 1; r++) {
      for (let c = 0; c < cols - 1; c++) {
        if ((r + 3) % FIELD.marks === 0 && (c + 3) % FIELD.marks === 0) {
          marks.push(ox + (c + 0.5) * s, oy + (r + 0.5) * s);
        }
      }
    }
    batches = Array.from({ length: FIELD.levels * FIELD.accents }, () => new Float32Array(count * 4));
    batchCounts = new Int32Array(FIELD.levels * FIELD.accents);
    if (oldTheta.length !== count) settled = false;
    wake();
  }

  function readRects() {
    if (!root) return { quietRects: [] as number[][] };
    const base = root.getBoundingClientRect();
    for (const target of targets.values()) {
      const r = target.el.getBoundingClientRect();
      target.x0 = r.left - base.left;
      target.y0 = r.top - base.top;
      target.x1 = r.right - base.left;
      target.y1 = r.bottom - base.top;
    }
    const quietRects: number[][] = [];
    for (const el of quiet.values()) {
      const r = el.getBoundingClientRect();
      if (r.width === 0 && r.height === 0) continue;
      quietRects.push([r.left - base.left, r.top - base.top, r.right - base.left, r.bottom - base.top]);
    }
    return { quietRects };
  }

  /** Where waves start: the strongest target, else the middle. */
  function origin(): [number, number] {
    let best: Target | null = null;
    for (const target of targets.values()) {
      if (!best || target.strength.to > best.strength.to) best = target;
    }
    if (!best) return [width / 2, height / 2];
    return [(best.x0 + best.x1) / 2, (best.y0 + best.y1) / 2];
  }

  function retarget(tw: Tween, to: number, dur: number, ox: number, oy: number): Tween {
    if (tw.to === to) return tw;
    const t = now();
    if (options.reduced) return still(to);
    // Restart from wherever the source spot is right now.
    return { from: tweenAt(tw, t, Math.hypot(ox - tw.ox, oy - tw.oy)), to, t0: t, dur, ox, oy };
  }

  const box = { d: 0, nx: 0, ny: 0 };

  function frame() {
    raf = 0;
    if (!ctx || !canvas || !root) return;
    const t = now();
    const dt = Math.min(last ? t - last : 1 / 60, 1 / 20);
    last = t;

    const { quietRects } = readRects();
    const { spacing, length, thickness, reach, reduced } = options;
    const maxDistance = Math.hypot(width, height);

    // The cursor's pole: fades in while the pointer is over the field and no target is hovered.
    let anyHover = false;
    for (const target of targets.values()) anyHover ||= target.hovered;
    const cursorGoal = cursor.inside && !anyHover && !reduced ? options.cursor : 0;
    cursor.charge = reduced
      ? cursorGoal
      : cursor.charge + (cursorGoal - cursor.charge) * (1 - Math.exp(-dt / FIELD.cursorFollow));
    if (Math.abs(cursor.charge - cursorGoal) < 0.002) cursor.charge = cursorGoal;

    // Poles for this frame. Each target's charge is read per hairline, since changes travel as a wave.
    const list = [...targets.values()];
    const L = Math.min(Math.max(0.32 * Math.min(width, height), 110), 280) * reach;
    const scale = Math.pow(L, FIELD.falloff);
    const power = (FIELD.falloff + 1) / 2;
    const soft2 = FIELD.soften * FIELD.soften;

    for (let i = rings.length - 1; i >= 0; i--) {
      if (t - rings[i].t0 > FIELD.ring.decay * 4) rings.splice(i, 1);
    }

    batchCounts.fill(0);
    let moving = false;
    const fadePx = spacing * FIELD.fadeCells;
    const [stiffMin, stiffMax] = FIELD.stiffness;
    const [alphaMin, alphaMax] = FIELD.alpha;

    for (let i = 0; i < count; i++) {
      const x = px[i];
      const y = py[i];

      // Edge fade and quiet zones (headlines, and the targets themselves) decide visibility.
      let visibility = options.fade
        ? smoothstep(0, fadePx, Math.min(x, y, width - x, height - y) + spacing * 0.5)
        : 1;

      let bx = 0;
      let by = 0;
      let tx = 0;
      let ty = 0;
      let hoverMax = 0;
      for (const target of list) {
        const cx = (target.x0 + target.x1) / 2;
        const cy = (target.y0 + target.y1) / 2;
        const strength = tweenAt(target.strength, t, Math.hypot(x - target.strength.ox, y - target.strength.oy));
        const hover = tweenAt(target.hover, t, Math.hypot(x - target.hover.ox, y - target.hover.oy));
        hoverMax = Math.max(hoverMax, hover);
        const q = strength * (1 + FIELD.hoverBoost * hover);
        if (q === 0) continue;
        if (target.poles === "ends") {
          const h = target.y1 - target.y0;
          const inset = Math.min(h / 2, (target.x1 - target.x0) / 4);
          // North pole on the left end, south on the right: the field runs from one to the other.
          for (const [ax, sign] of [
            [target.x0 + inset, 1],
            [target.x1 - inset, -1],
          ] as const) {
            const dx = x - ax;
            const dy = y - cy;
            const f = (sign * q * scale) / Math.pow(dx * dx + dy * dy + soft2, power);
            tx += dx * f;
            ty += dy * f;
          }
        } else {
          const dx = x - cx;
          const dy = y - cy;
          const f = (-q * scale) / Math.pow(dx * dx + dy * dy + soft2, power);
          tx += dx * f;
          ty += dy * f;
        }
        boxDistance(x, y, target.x0, target.y0, target.x1, target.y1, Math.min(8, (target.y1 - target.y0) / 2), box);
        visibility *= smoothstep(spacing * 0.15, spacing * 0.75, box.d);
      }
      bx = tx;
      by = ty;
      if (cursor.charge > 0) {
        const dx = x - cursor.x;
        const dy = y - cursor.y;
        const f = (cursor.charge * scale) / Math.pow(dx * dx + dy * dy + soft2, power);
        bx += dx * f;
        by += dy * f;
      }

      for (const r of quietRects) {
        // A rounded, pebble-like outline, so the clearing never reads as a box.
        const pad = spacing * 0.5;
        const round = Math.min(r[2] - r[0], r[3] - r[1]) * 0.42 + pad;
        boxDistance(x, y, r[0] - pad, r[1] - pad, r[2] + pad, r[3] + pad, round, box);
        if (box.d < spacing * 3) {
          // Part around the stone: take away the part of the field that runs into it.
          const along = bx * box.nx + by * box.ny;
          const bend = 1 - smoothstep(0, spacing * 3, box.d);
          bx -= box.nx * along * bend;
          by -= box.ny * along * bend;
        }
        visibility *= smoothstep(0, spacing * 1.6, box.d);
      }

      const magnitude = Math.hypot(bx, by);
      const strengthHere = clamp01((Math.log2(magnitude + 1e-6) + 3.5) / 5);
      const targetHere = clamp01((Math.log2(Math.hypot(tx, ty) + 1e-6) + FIELD.accentReach) / 3.2);

      const a = tweenAt(aligned, t, Math.hypot(x - aligned.ox, y - aligned.oy));
      const introAt = tweenAt(intro, t, Math.hypot(x - intro.ox, y - intro.oy));

      let goal = magnitude > 1e-6 ? Math.atan2(by, bx) : theta[i];
      goal += jitter[i] * FIELD.jitter * (1 - strengthHere) * (1 - strengthHere) * (1 - a);
      if (introAt < 1) goal = scatter[i] + wrapAxial(goal - scatter[i]) * introAt;
      if (a > 0) goal += wrapAxial(NORTH - goal) * a;
      const s = strengthHere + (0.72 - strengthHere) * a;

      // The shockwave: a ring that passes once, twitching hairlines as it goes.
      let pulse = 0;
      for (const ring of rings) {
        const age = t - ring.t0;
        const d = Math.hypot(x - ring.x, y - ring.y) - age * FIELD.ring.speed;
        pulse += ring.amp * Math.exp(-(d * d) / (FIELD.ring.width * FIELD.ring.width)) * Math.exp(-age / FIELD.ring.decay);
      }

      if (reduced || (!settled && !options.intro)) {
        theta[i] = goal;
        omega[i] = 0;
      } else {
        const k = stiffMin + (stiffMax - stiffMin) * s;
        const c = 2 * Math.sqrt(k) * FIELD.damping;
        const delta = wrapAxial(goal - theta[i]);
        omega[i] += (k * delta - c * omega[i] + pulse * FIELD.ring.kick) * dt;
        theta[i] = wrapAxial(theta[i] + omega[i] * dt);
        if (Math.abs(omega[i]) > 0.004 || Math.abs(delta) > 0.004) moving = true;
      }

      if (visibility <= 0.01) continue;
      const alpha = clamp01((alphaMin + (alphaMax - alphaMin) * s + 0.35 * pulse) * visibility);
      const level = Math.round(alpha * (FIELD.levels - 1));
      if (level === 0) continue;
      const accent = clamp01(Math.max(targetHere * (0.3 + 0.7 * hoverMax) * (1 - a * 0.5), pulse * 0.8));
      const shade = Math.round(accent * (FIELD.accents - 1));
      const half = ((length * spacing) / 2) * (FIELD.minLength + (1 - FIELD.minLength) * s) * (1 + 0.5 * pulse);
      const dx = Math.cos(theta[i]) * half;
      const dy = Math.sin(theta[i]) * half;
      const b = level * FIELD.accents + shade;
      const n = batchCounts[b]++ * 4;
      const seg = batches[b];
      seg[n] = x - dx;
      seg[n + 1] = y - dy;
      seg[n + 2] = x + dx;
      seg[n + 3] = y + dy;
    }
    settled = true;

    ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
    ctx.clearRect(0, 0, width, height);
    ctx.lineCap = "round";
    ctx.lineWidth = thickness;
    for (let level = 1; level < FIELD.levels; level++) {
      for (let shade = 0; shade < FIELD.accents; shade++) {
        const b = level * FIELD.accents + shade;
        const n = batchCounts[b];
        if (!n) continue;
        const seg = batches[b];
        ctx.globalAlpha = level / (FIELD.levels - 1);
        ctx.strokeStyle = colors[shade] ?? colors[0] ?? "currentColor";
        ctx.beginPath();
        for (let j = 0; j < n * 4; j += 4) {
          ctx.moveTo(seg[j], seg[j + 1]);
          ctx.lineTo(seg[j + 2], seg[j + 3]);
        }
        ctx.stroke();
      }
    }

    if (options.marks && marks.length) {
      ctx.strokeStyle = colors[0] ?? "currentColor";
      ctx.lineWidth = thickness * 0.75;
      const arm = 2.5;
      ctx.beginPath();
      let drawn = false;
      for (let j = 0; j < marks.length; j += 2) {
        const x = marks[j];
        const y = marks[j + 1];
        let visibility = options.fade ? smoothstep(0, fadePx, Math.min(x, y, width - x, height - y)) : 1;
        for (const r of quietRects) {
          boxDistance(x, y, r[0], r[1], r[2], r[3], 0, box);
          visibility *= smoothstep(0, spacing, box.d);
        }
        for (const target of list) {
          boxDistance(x, y, target.x0, target.y0, target.x1, target.y1, 0, box);
          visibility *= smoothstep(0, spacing, box.d);
        }
        if (visibility < 0.5) continue;
        ctx.moveTo(x - arm, y);
        ctx.lineTo(x + arm, y);
        ctx.moveTo(x, y - arm);
        ctx.lineTo(x, y + arm);
        drawn = true;
      }
      if (drawn) {
        ctx.globalAlpha = FIELD.markAlpha;
        ctx.stroke();
      }
    }
    ctx.globalAlpha = 1;

    let busy = moving || rings.length > 0 || cursor.charge !== cursorGoal;
    busy ||= !tweenDone(aligned, t, maxDistance) || !tweenDone(intro, t, maxDistance);
    for (const target of list) {
      busy ||= !tweenDone(target.strength, t, maxDistance) || !tweenDone(target.hover, t, maxDistance);
    }
    if (busy && visible) raf = requestAnimationFrame(frame);
    else last = 0;
  }

  function wake() {
    if (raf || !visible || !ctx) return;
    raf = requestAnimationFrame(frame);
  }

  function startIntro() {
    if (introStarted) return;
    introStarted = true;
    if (!options.intro || options.reduced) {
      intro = still(1);
      return;
    }
    readRects();
    const [ox, oy] = origin();
    intro = { from: 0, to: 1, t0: now() + 0.15, dur: FIELD.intro, ox, oy };
  }

  return {
    connect(el: { root: HTMLElement; canvas: HTMLCanvasElement; ink: HTMLElement; accent: HTMLElement }) {
      root = el.root;
      canvas = el.canvas;
      ctx = canvas.getContext("2d");
      probes = { ink: el.ink, accent: el.accent };
      readColors();
      width = 0;
      layout();

      const resize = new ResizeObserver(() => {
        layout();
        wake();
      });
      resize.observe(root);
      const io = new IntersectionObserver(([entry]) => {
        visible = entry.isIntersecting;
        if (visible) {
          startIntro();
          wake();
        }
      });
      io.observe(root);

      const scheme = window.matchMedia("(prefers-color-scheme: dark)");
      const recolor = () => {
        readColors();
        wake();
      };
      scheme.addEventListener("change", recolor);
      const themeAttrs = new MutationObserver(recolor);
      themeAttrs.observe(document.documentElement, { attributes: true, attributeFilter: ["class", "data-theme", "style"] });

      const move = (e: PointerEvent) => {
        if (!root) return;
        if (e.pointerType === "touch" && e.type === "pointermove" && !cursor.inside) return;
        const r = root.getBoundingClientRect();
        cursor.x = e.clientX - r.left;
        cursor.y = e.clientY - r.top;
        cursor.inside = true;
        wake();
      };
      const leave = () => {
        cursor.inside = false;
        wake();
      };
      root.addEventListener("pointermove", move);
      root.addEventListener("pointerdown", move);
      root.addEventListener("pointerleave", leave);
      root.addEventListener("pointercancel", leave);
      const touchUp = (e: PointerEvent) => {
        if (e.pointerType === "touch") leave();
      };
      root.addEventListener("pointerup", touchUp);

      cleanups.push(
        () => resize.disconnect(),
        () => io.disconnect(),
        () => scheme.removeEventListener("change", recolor),
        () => themeAttrs.disconnect(),
        () => {
          root?.removeEventListener("pointermove", move);
          root?.removeEventListener("pointerdown", move);
          root?.removeEventListener("pointerleave", leave);
          root?.removeEventListener("pointercancel", leave);
          root?.removeEventListener("pointerup", touchUp);
        },
      );
      return () => {
        cancelAnimationFrame(raf);
        raf = 0;
        cleanups.splice(0).forEach((fn) => fn());
        root = canvas = null;
        ctx = null;
        probes = null;
      };
    },

    setOptions(next: Options) {
      const relayout = next.spacing !== options.spacing;
      options = next;
      if (next.reduced) {
        intro = still(1);
        rings.length = 0;
      }
      if (relayout) width = 0;
      layout();
      wake();
    },

    setAligned(value: boolean) {
      readRects();
      const [ox, oy] = origin();
      const goal = value ? 1 : 0;
      if (aligned.to === goal) return;
      aligned = retarget(aligned, goal, FIELD.alignTween, ox, oy);
      if (value && !options.reduced && introStarted) rings.push({ t0: now(), x: ox, y: oy, amp: 1 });
      wake();
    },

    addTarget(id: string, el: HTMLElement, poles: Poles, strength: number) {
      const existing = targets.get(id);
      if (existing) existing.el = el;
      else {
        targets.set(id, {
          el,
          poles,
          strength: still(strength),
          hover: still(0),
          hovered: false,
          x0: 0,
          y0: 0,
          x1: 0,
          y1: 0,
        });
      }
      wake();
      return () => {
        targets.delete(id);
        wake();
      };
    },

    updateTarget(id: string, poles: Poles, strength: number) {
      const target = targets.get(id);
      if (!target) return;
      target.poles = poles;
      if (target.strength.to !== strength) {
        readRects();
        const ox = (target.x0 + target.x1) / 2;
        const oy = (target.y0 + target.y1) / 2;
        target.strength = retarget(target.strength, strength, FIELD.tween, ox, oy);
      }
      wake();
    },

    hoverTarget(id: string, hovered: boolean) {
      const target = targets.get(id);
      if (!target || target.hovered === hovered) return;
      target.hovered = hovered;
      readRects();
      const ox = (target.x0 + target.x1) / 2;
      const oy = (target.y0 + target.y1) / 2;
      target.hover = retarget(target.hover, hovered ? 1 : 0, FIELD.tween, ox, oy);
      wake();
    },

    pulse(id: string) {
      const target = targets.get(id);
      if (!target || options.reduced) return;
      readRects();
      rings.push({ t0: now(), x: (target.x0 + target.x1) / 2, y: (target.y0 + target.y1) / 2, amp: 0.7 });
      wake();
    },

    addQuiet(id: string, el: HTMLElement) {
      quiet.set(id, el);
      wake();
      return () => {
        quiet.delete(id);
        wake();
      };
    },
  };
}

type Field = ReturnType<typeof createField>;

const LodestoneContext = React.createContext<Field | null>(null);

export interface LodestoneProps extends React.HTMLAttributes<HTMLDivElement> {
  /** Distance between hairlines, in px. */
  spacing?: number;
  /** Length of a hairline in a strong field, as a share of `spacing`. */
  length?: number;
  /** Line width, in px. */
  thickness?: number;
  /** How far the targets' fields carry. `2` reaches about twice as far. */
  reach?: number;
  /** Strength of the pointer's own pole, relative to a target. `0` turns it off. */
  cursor?: number;
  /** Swing every hairline to north in one wave from the target, for a success state. */
  aligned?: boolean;
  /** Scatter the hairlines and let them snap into line the first time the field scrolls into view. */
  intro?: boolean;
  /** Draw a faint static + every few cells, like engineering paper. */
  marks?: boolean;
  /** Fade the field out toward the edges. */
  fade?: boolean;
  /** Classes that set the hairlines' color (a `text-*` color). */
  fieldClassName?: string;
  /** Classes that set the accent near a hovered target (a `text-*` color). */
  accentClassName?: string;
  /** Classes for the canvas, e.g. an opacity. */
  canvasClassName?: string;
}

export function Lodestone({
  spacing = 24,
  length = 0.6,
  thickness = 1,
  reach = 1.3,
  cursor = 0.8,
  aligned = false,
  intro = true,
  marks = true,
  fade = true,
  fieldClassName,
  accentClassName,
  canvasClassName,
  className,
  children,
  ...props
}: LodestoneProps) {
  const rootRef = React.useRef<HTMLDivElement>(null);
  const canvasRef = React.useRef<HTMLCanvasElement>(null);
  const inkRef = React.useRef<HTMLSpanElement>(null);
  const accentRef = React.useRef<HTMLSpanElement>(null);
  const [field] = React.useState(createField);
  const reduced = useReducedMotion() ?? false;

  React.useLayoutEffect(() => {
    const root = rootRef.current;
    const canvas = canvasRef.current;
    const ink = inkRef.current;
    const accent = accentRef.current;
    if (!root || !canvas || !ink || !accent) return;
    return field.connect({ root, canvas, ink, accent });
  }, [field]);

  React.useEffect(() => {
    field.setOptions({ spacing, length, thickness, reach, cursor, intro, marks, fade, reduced });
  }, [field, spacing, length, thickness, reach, cursor, intro, marks, fade, reduced]);

  React.useEffect(() => {
    field.setAligned(aligned);
  }, [field, aligned]);

  return (
    <LodestoneContext.Provider value={field}>
      <div ref={rootRef} className={cn("relative isolate overflow-hidden", className)} {...props}>
        <canvas
          ref={canvasRef}
          aria-hidden
          className={cn("pointer-events-none absolute inset-0 -z-10 size-full", canvasClassName)}
        />
        {/* Probes the canvas reads its colors from. Defaults apply only when no class is given, so a `dark:` default can't win over yours. */}
        <span ref={inkRef} aria-hidden className={cn("hidden", fieldClassName ?? "text-zinc-900 dark:text-zinc-100")} />
        <span ref={accentRef} aria-hidden className={cn("hidden", accentClassName ?? "text-indigo-500 dark:text-indigo-400")} />
        {children}
      </div>
    </LodestoneContext.Provider>
  );
}

export interface LodestoneTargetProps extends React.HTMLAttributes<HTMLDivElement> {
  /** How strongly this target pulls the field. Change it to hand the field from one target to another. */
  strength?: number;
  /** `ends`: a bar magnet whose field arcs from one end to the other. `center`: one pole the field points into. */
  poles?: Poles;
}

export function LodestoneTarget({
  strength = 1,
  poles = "ends",
  className,
  onPointerEnter,
  onPointerLeave,
  onPointerDown,
  onFocus,
  onBlur,
  ...props
}: LodestoneTargetProps) {
  const field = React.useContext(LodestoneContext);
  const ref = React.useRef<HTMLDivElement>(null);
  const id = React.useId();
  const initial = React.useRef({ poles, strength });

  React.useLayoutEffect(() => {
    const el = ref.current;
    if (!field || !el) return;
    return field.addTarget(id, el, initial.current.poles, initial.current.strength);
  }, [field, id]);

  React.useEffect(() => {
    field?.updateTarget(id, poles, strength);
  }, [field, id, poles, strength]);

  return (
    <div
      ref={ref}
      className={cn("inline-flex", className)}
      onPointerEnter={(e) => {
        if (e.pointerType !== "touch") field?.hoverTarget(id, true);
        onPointerEnter?.(e);
      }}
      onPointerLeave={(e) => {
        field?.hoverTarget(id, false);
        onPointerLeave?.(e);
      }}
      onPointerDown={(e) => {
        field?.pulse(id);
        onPointerDown?.(e);
      }}
      onFocus={(e) => {
        if (e.target.matches(":focus-visible")) field?.hoverTarget(id, true);
        onFocus?.(e);
      }}
      onBlur={(e) => {
        if (!e.currentTarget.contains(e.relatedTarget as Node | null)) field?.hoverTarget(id, false);
        onBlur?.(e);
      }}
      {...props}
    />
  );
}

export type LodestoneQuietProps = React.HTMLAttributes<HTMLDivElement>;

/** Content the field flows around, like water around a stone. Nothing draws under it. */
export function LodestoneQuiet({ className, ...props }: LodestoneQuietProps) {
  const field = React.useContext(LodestoneContext);
  const ref = React.useRef<HTMLDivElement>(null);
  const id = React.useId();

  React.useLayoutEffect(() => {
    const el = ref.current;
    if (!field || !el) return;
    return field.addQuiet(id, el);
  }, [field, id]);

  return <div ref={ref} className={className} {...props} />;
}
```
