Retour
Site internet
L’AUDRR valorise la connaissance du territoire à travers ses publications, études et analyses.
Nous avons conçu un site structuré et ergonomique, intégrant un moteur de recherche avec autocomplétions pour un accès rapide et précis à l’ensemble des ressources.
Un espace privé multi-profils permet la gestion différenciée des contenus selon les utilisateurs dans un environnement sécurisé et administrable.
Un outil digital performant au service du partage d’expertise, alliant ergonomie, accessibilité et puissance fonctionnelle.
Nous avons conçu un site structuré et ergonomique, intégrant un moteur de recherche avec autocomplétions pour un accès rapide et précis à l’ensemble des ressources.
Un espace privé multi-profils permet la gestion différenciée des contenus selon les utilisateurs dans un environnement sécurisé et administrable.
Un outil digital performant au service du partage d’expertise, alliant ergonomie, accessibilité et puissance fonctionnelle.
// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d

// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d

// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d

// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d

// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d

// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d

// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d

// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d

// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d

// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d

// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d

// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d





Prêt·e à révéler et faire rayonner votre marque ?
Parlons objectifs, images qui marquent et résultats mesurables. Un premier call pour cadrer le défi et imaginer la suite.