chore: import upstream snapshot with attribution
regression / regression-shards (style-16-prod style-9-prod style-17-prod iframe-render-compat variables-prod mp4-h265-sdr, shard-4) (push) Has been cancelled
regression / regression-shards (style-4-prod style-11-prod style-2-prod animejs-adapter typegpu-adapter parallel-capture-regression, shard-5) (push) Has been cancelled
regression / regression-shards (style-7-prod style-8-prod style-10-prod css-spinner-render-compat webm-transparency mp4-h264-sdr webm-vp9, shard-3) (push) Has been cancelled
regression / regression-shards (sub-composition-video style-18-prod raf-ball-render-compat font-variant-numeric sub-comp-t0 sub-comp-id-selector, shard-7) (push) Has been cancelled
Windows render verification / Detect changes (push) Has been cancelled
Windows render verification / Preflight (lint + format) (push) Has been cancelled
Windows render verification / Render on windows-latest (push) Has been cancelled
Windows render verification / Tests on windows-latest (push) Has been cancelled
CI / Detect changes (push) Has been cancelled
CI / Build (push) Has been cancelled
CI / Lint (push) Has been cancelled
CI / Fallow audit (push) Has been cancelled
CI / Format (push) Has been cancelled
CI / Typecheck (push) Has been cancelled
CI / Test (push) Has been cancelled
CI / Producer: integration tests (push) Has been cancelled
CI / Producer: unit tests (push) Has been cancelled
CI / File size check (push) Has been cancelled
CI / Test: skills (push) Has been cancelled
CI / Skills: manifest in sync (push) Has been cancelled
CI / CLI: npx shim (macos-latest) (push) Has been cancelled
CI / CLI: npx shim (ubuntu-latest) (push) Has been cancelled
CI / CLI: npx shim (windows-latest) (push) Has been cancelled
CI / SDK: unit + contract + smoke (push) Has been cancelled
CI / Test: runtime contract (push) Has been cancelled
CI / Studio: load smoke (push) Has been cancelled
CI / Smoke: global install (push) Has been cancelled
CI / CLI smoke (required) (push) Has been cancelled
CI / Semantic PR title (push) Has been cancelled
Player perf / Detect changes (push) Has been cancelled
Player perf / Preflight (lint + format) (push) Has been cancelled
Player perf / player-perf (push) Has been cancelled
Player perf / Perf: drift (push) Has been cancelled
Player perf / Perf: fps (push) Has been cancelled
Player perf / Perf: parity (push) Has been cancelled
Player perf / Perf: scrub (push) Has been cancelled
Player perf / Perf: load (push) Has been cancelled
preview-regression / Detect changes (push) Has been cancelled
preview-regression / Preflight (lint + format) (push) Has been cancelled
preview-regression / Preview parity (push) Has been cancelled
preview-regression / preview-regression (push) Has been cancelled
regression / regression (push) Has been cancelled
regression / Detect changes (push) Has been cancelled
regression / Preflight (lint + format) (push) Has been cancelled
regression / regression-shards (hdr-regression style-5-prod style-3-prod mov-prores, shard-1) (push) Has been cancelled
regression / regression-shards (overlay-montage-prod style-12-prod chat missing-host-comp-id png-sequence portrait-edge-bleed, shard-6) (push) Has been cancelled
regression / regression-shards (style-13-prod style-6-prod vignelli-stacking gsap-letters-render-compat audio-mux-parity, shard-8) (push) Has been cancelled
regression / regression-shards (style-15-prod hdr-hlg-regression style-1-prod many-cuts vfr-screen-recording render-symlinked-assets, shard-2) (push) Has been cancelled
CodeQL / Analyze (actions) (push) Has been cancelled
CodeQL / Analyze (javascript-typescript) (push) Has been cancelled
CodeQL / Analyze (python) (push) Has been cancelled
Docs / Validate docs (push) Has been cancelled
Sync skills to ClawHub / Publish changed skills (push) Has been cancelled

This commit is contained in:
wehub-resource-sync
2026-07-13 12:58:35 +08:00
commit 85453da49f
4031 changed files with 710987 additions and 0 deletions
@@ -0,0 +1,223 @@
---
name: hacker-flip-3d
description: Character-level 3D rotation with random glyph substitution for a decryption reveal effect.
metadata:
tags: text, 3d, reveal, decode, hacker, randomization, perspective
---
# Hacker Flip 3D Reveal
Characters flip down from 90° in 3D while cycling through random glyphs, then settle on the target character. Creates a "decryption" or airport flap-display reveal.
## How It Works
Each character gets its own per-char tween from `rotateX: 90deg` (hidden) to `rotateX: 0deg` (revealed), staggered across the word. During the flip:
1. **Phase A (0 → ~`REVEAL_THRESHOLD` progress)**: character displays a randomly-substituted glyph that flickers (changes every `FLICKER_RATE` frames)
2. **Phase B (`REVEAL_THRESHOLD` → 1.0 progress)**: character displays the REAL target character, settling into its final upright position
The `REVEAL_THRESHOLD` separates "scrambled" from "revealed" — by the time the flip is mostly done, viewer sees the correct letter clicking into place.
## HTML
```html
<div
class="scene"
id="hacker-flip-scene"
data-composition-id="hacker-flip-scene"
data-start="0"
data-duration="3"
data-track-index="0"
>
<div class="hacker-text-wrap" id="hacker-text" data-target="{phrase}">
<!-- Per-char spans get injected by setup script below.
Ghost placeholder (data-ghost) is rendered identically to reserve width. -->
</div>
</div>
```
`{phrase}` is the target word the flip resolves to (typically a brand or short label).
## CSS
```css
.scene {
position: relative;
width: 100%;
height: 100%;
display: grid;
place-items: center;
background: {bgColor};
perspective: 1500px; /* REQUIRED — without this rotateX renders flat */
}
.hacker-text-wrap {
font-family: {monoFont}; /* monospace recommended so flicker glyphs hold width */
font-weight: 900;
font-size: HACKER_FONT_SIZE;
color: {textColor};
letter-spacing: 4px;
display: flex;
/* Ghost / live chars are absolutely stacked; container reserves layout width */
position: relative;
}
.hacker-char {
display: inline-block;
/* Hinge at the bottom edge — flap-display look */
transform-origin: bottom;
transform-style: preserve-3d;
/* Will-change improves render perf */
will-change: transform, opacity;
}
/* Ghost placeholder is hidden but reserves width for variable-glyph fonts.
Without this, narrow target glyphs collapse width when displayed and
characters shift horizontally during flicker. */
.hacker-ghost {
opacity: 0;
pointer-events: none;
}
```
## GSAP Timeline + Random Glyph Logic
```html
<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
<script>
window.__timelines = window.__timelines || {};
const wrap = document.getElementById("hacker-text");
const targetWord = wrap.dataset.target;
const GLYPHS = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!@#$%&*";
// Build live chars + ghost placeholders (ghost keeps layout width stable)
wrap.innerHTML = "";
const ghostRow = document.createElement("div");
ghostRow.className = "hacker-ghost";
ghostRow.style.display = "inline-flex";
ghostRow.style.position = "absolute";
ghostRow.style.left = "0";
ghostRow.style.top = "0";
ghostRow.textContent = targetWord;
wrap.appendChild(ghostRow);
const charEls = [];
const liveRow = document.createElement("div");
liveRow.style.display = "inline-flex";
liveRow.style.position = "relative";
for (const ch of targetWord) {
const span = document.createElement("span");
span.className = "hacker-char";
span.textContent = ch === " " ? " " : ch;
span.dataset.target = ch;
liveRow.appendChild(span);
charEls.push(span);
}
wrap.appendChild(liveRow);
// Deterministic "random" — seeded by char index + frame group so the same
// frame always yields the same glyph (HF seek determinism).
function pseudoGlyph(seed) {
const h = ((seed * 9301 + 49297) % 233280) / 233280;
return GLYPHS[Math.floor(h * GLYPHS.length)];
}
const tl = gsap.timeline({ paused: true });
// Per-char flip — stagger across the word
charEls.forEach((el, i) => {
const state = { p: 0 };
tl.to(
state,
{
p: 1,
duration: FLIP_DURATION,
ease: "power3.out",
onUpdate: () => {
// Phase A: random glyph flickering. Phase B: real character.
const progress = state.p;
if (progress < REVEAL_THRESHOLD) {
// Update glyph every FLICKER_RATE worth of progress
const flickerSeed = i * 1000 + Math.floor(progress * 100);
el.textContent = pseudoGlyph(flickerSeed);
} else {
el.textContent = el.dataset.target === " " ? " " : el.dataset.target;
}
// Flip rotateX from 90 (down) to 0 (upright)
const rotateX = 90 - progress * 90;
const opacity = Math.min(1, progress * 2);
el.style.transform = `rotateX(${rotateX}deg)`;
el.style.opacity = opacity;
},
},
i * CHAR_STAGGER,
);
});
window.__timelines["hacker-flip-scene"] = tl;
</script>
```
## How to Choose Values
- **HACKER_FONT_SIZE** — font-size of the flip text in px.
- Range: 6-10% of viewport min-dimension; the flip text is the focal beat, scale accordingly
- Constraints: ghost row must use the identical size so layout width stays stable mid-flicker
- Reference: ../../examples/proof-logo-chain.html uses `163px` at 1920×1080
- **FLIP_DURATION** — per-character flip tween duration.
- Range: 0.4-1.0s; under 0.4s the random-glyph phase has no time to flicker, over 1.0s drags
- Effects: shorter feels snappy and modern; longer feels mechanical / typewriter
- Reference: ../../examples/proof-logo-chain.html uses `0.55s`
- **CHAR_STAGGER** — delay between consecutive characters starting their flips, in seconds.
- Range: 0.03-0.08s; too fast and chars overlap visually, too slow and the effect feels labored
- Constraints: total decode time = `CHAR_STAGGER × (charCount 1) + FLIP_DURATION`; ensure this fits the phase budget
- Reference: ../../examples/proof-logo-chain.html uses `0.033s` (≈2 frames at 60fps)
- **REVEAL_THRESHOLD** — progress at which a glyph swaps from random → real.
- Range: 0.5-0.7; lower reveals too early (no decode tension), higher feels like a hard reveal at the end
- Effects: this is a discrete tuning of when the eye locks onto the real letter
- Reference: ../../examples/proof-logo-chain.html uses `0.6`
- **FLICKER_RATE** — frames between glyph reshuffles during the random phase.
- Range: 3-6; lower than 3 looks like noise, higher than 6 looks like discrete typing instead of flicker
- Constraints: must be ≥ ~3 frames (see Critical Constraints)
- Reference: ../../examples/proof-logo-chain.html uses an equivalent of `3` (one shuffle every 3 internal-clock frames)
- **{bgColor} / {textColor}** — stage background and live-character color tokens.
- **{monoFont}** — monospace family preferred so flicker glyphs don't change width per swap; if a proportional font is required, the ghost placeholder makes the cost recoverable.
- **{phrase}** — the target word the flip resolves to. Length feeds the total decode duration via `CHAR_STAGGER`.
## Variations
- **Top-down hinge** — swap `transform-origin: bottom` to `top` for a falling-flap look.
- **Center spin** — `transform-origin: center` reads as a barrel roll, not a flap.
- **Number-only pool** — restrict `GLYPHS` to digits for a price / countdown decode.
- **Two-pass decode** — chain two `FLIP_DURATION` tweens with different glyph pools (e.g. symbols → letters → real) for a longer reveal.
## Key Principles
- **Threshold at ~`REVEAL_THRESHOLD`** for swap from random → real glyph — close enough to settled that viewer's eye catches the right letter
- **Hinge at `transform-origin: bottom`** for flap-display look (vs `top` for top-down, vs `center` for spin)
- **Deterministic random** via seeded hash — HF runtime seeks frame-by-frame, so the same frame must show the same glyph (no `Math.random()`)
- **Ghost placeholder** sits behind the live chars with identical content + same font, reserving width — without it, narrow glyphs shift the layout mid-flicker
- **Stagger in the 0.04-0.08s range** per char — too fast and chars overlap visually, too slow and effect feels labored
- **Center the flip dead-center via `display: grid; place-items: center;`** on the scene root — and DO NOT add decorative headers/footers (timestamp lines, "// AUTH" tags, small status dots). The flip text IS the focal beat; surrounding clutter dilutes it. If a secondary label is necessary, promote it to BIG typography in the same stacked layout (56-72px caps + tracking), not a tiny corner annotation.
## Critical Constraints
- **`perspective` on scene root REQUIRED** — without parent perspective, `rotateX` looks like a 2D scale, not a 3D flip
- **`transform-style: preserve-3d` on each char** — keeps 3D context intact when chars have their own transforms
- **Timeline must be paused**: `gsap.timeline({ paused: true })`
- **Registry key = `data-composition-id`**
- **Deterministic randomness**: don't use `Math.random()`. Use a seed derived from char index + frame group so seek determinism holds
- **`onUpdate` writes to DOM**: HF seeks every frame, so this runs many times — keep work O(1) per char per frame
- **Flicker rate ≥ ~3 frames per glyph swap**: faster looks like noise, slower looks like discrete typing
## Combinations
- [card-morph-anchor.md](card-morph-anchor.md) — pair: hacker-flip reveals a phrase, then card morphs into the next shot
- [counting-dynamic-scale.md](counting-dynamic-scale.md) — counterpart for numeric reveals (text vs number)
## Pairs with HF skills
- `/hyperframes-animation` — timeline + per-char stagger + `onUpdate`
- `/hyperframes-core` — composition wiring
- `/hyperframes-cli``hyperframes lint`