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Original Golf Balls incarne la rencontre entre sport, personnalisation et plaisir du jeu.
Nous avons imaginé un e-commerce élégant et ludique, doté d’un module de personnalisation temps réel permettant à chacun de créer ses balles à son image.
L’expérience utilisateur marie fluidité, performance et précision, dans un environnement technique sur mesure.
Un site qui célèbre l’esprit du golf : rigoureux, esthétique et sportif.
Nous avons imaginé un e-commerce élégant et ludique, doté d’un module de personnalisation temps réel permettant à chacun de créer ses balles à son image.
L’expérience utilisateur marie fluidité, performance et précision, dans un environnement technique sur mesure.
Un site qui célèbre l’esprit du golf : rigoureux, esthétique et sportif.
// 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




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