// ───────────────────────────────────────────────────────────── // protected/bifrost.js — Project Bifrost scenes inside the // Overview page of the timeline. // // This file: // 1. Wraps the Overview's scroll-bound scenes (hero → aurora arc // → treasure-map). The 4-card architecture stack, the "This is // why we've invited you" word fly-in, and the Project Bifrost // Join CTA were removed in the 2026-05-19 customer-presentation // conversion; the architecture explainer (formerly /deepdive) // now follows the treasure-map inline — see protected/platform.js. // 2. Rewires Lenis smooth scroll + GSAP ScrollTrigger so the // scroller is the Overview's internal scrolling container — // never the window — so the three-page Timeline/Overview/ // Timeline model (each fixed-viewport) keeps working. // 3. Drives the Europe map's opacity from the scroller's scroll // position: fully visible at the top, fades to 0 as the user // scrolls into the hero, fades back in on scrolling up. // 4. Is a lazy-init module. Nothing happens at page load; the // dot-nav handler in timeline.js calls window.__bifrost.init() // the first time the Overview page becomes active. // // CSP: 'script-src self'. No inline scripts anywhere. // ───────────────────────────────────────────────────────────── (function () { 'use strict'; // Lazy single-shot init flag — nav can click the Overview pip // multiple times; we only wire everything up once. let initialized = false; let refreshScheduled = false; // Shared state between init() and the public surface (scrollTo etc). // These are assigned once during init(); scrollTo reads them to drive // the Overview's internal scroller instead of window scroll. let lenisInstance = null; let scrollerEl = null; // A tiny helper: schedule a ScrollTrigger.refresh() on the next // animation frame, de-duplicating calls within the same frame. function scheduleRefresh() { if (refreshScheduled || !window.ScrollTrigger) return; refreshScheduled = true; requestAnimationFrame(() => { refreshScheduled = false; window.ScrollTrigger.refresh(); }); } function init() { if (initialized) { // Already booted — just re-measure, in case layout shifted while // the page was inactive (e.g. user resized the window on Timeline). scheduleRefresh(); return; } initialized = true; // Guard: vendor libs must have loaded. if (typeof window.gsap === 'undefined' || typeof window.ScrollTrigger === 'undefined' || typeof window.Lenis === 'undefined') { console.warn('[bifrost] Vendor libraries (gsap/ScrollTrigger/Lenis) missing; skipping init.'); return; } const reduceMotion = window.matchMedia('(prefers-reduced-motion: reduce)').matches; // Reveal-on-load elements: if reduced motion, just make them visible // and bail before registering any ScrollTrigger-bound tweens. if (reduceMotion) { document.querySelectorAll('#page-overview [data-reveal], #page-overview [data-reveal-lines]').forEach(el => { el.style.opacity = '1'; el.style.transform = 'none'; }); // The hero-wrap is hidden by CSS (`.js .hero-wrap { opacity: 0 }`) // to prevent a flash during page activation — unhide it here since // we're skipping the fade-in tween. const heroWrap = document.querySelector('.hero-wrap'); if (heroWrap) heroWrap.style.opacity = '1'; // Still fade the Europe map fully in — it's the scene background. const mapEl = document.getElementById('overview-globe'); if (mapEl) mapEl.style.opacity = '1'; return; } // ─── Scroller setup ────────────────────────────────────────── // // The Overview is a fixed-position .page that contains one // scrollable child: `#overview-scroll`. All six scenes live // inside it. Lenis drives wheel input on that element; // ScrollTrigger reads scroll from the same element. const scroller = document.getElementById('overview-scroll'); if (!scroller) { console.error('[bifrost] #overview-scroll not found'); return; } scrollerEl = scroller; const gsap = window.gsap; const ScrollTrigger = window.ScrollTrigger; const Lenis = window.Lenis; gsap.registerPlugin(ScrollTrigger); // Lenis wired to the Overview's internal scroller, NOT the window. const lenis = new Lenis({ wrapper: scroller, content: scroller.firstElementChild, duration: 1.15, easing: (t) => Math.min(1, 1.001 - Math.pow(2, -10 * t)), smoothWheel: true, wheelMultiplier: 1, touchMultiplier: 1.5, }); // Tell ScrollTrigger how to read/write scroll on this scroller. ScrollTrigger.scrollerProxy(scroller, { scrollTop(value) { if (arguments.length) { scroller.scrollTop = value; } return scroller.scrollTop; }, getBoundingClientRect() { // The scroller occupies the full viewport (inset: 0 on its parent). return { top: 0, left: 0, width: window.innerWidth, height: window.innerHeight }; }, // Scrollbars are hidden via CSS; pinType is 'transform' for nested scrollers. pinType: 'transform', }); // Every ScrollTrigger below implicitly targets our scroller. ScrollTrigger.defaults({ scroller }); // Pump Lenis via GSAP's ticker; notify ScrollTrigger on each scroll. lenis.on('scroll', ScrollTrigger.update); gsap.ticker.add((time) => lenis.raf(time * 1000)); gsap.ticker.lagSmoothing(0); // Expose lenis to scrollTo() via the shared closure var. lenisInstance = lenis; // ─── Europe map fade ───────────────────────────────────────── // // Fully visible at scrollTop=0. Fades to 0 between 20% and 80% // of viewport height. Fades back in on scrolling up. Opacity // ceiling is 0.42 — matches the original .page-overview.is-active // .overview-globe svg look. const mapSvg = document.querySelector('#overview-globe svg'); const MAP_MAX_OPACITY = 0.42; if (mapSvg) { // Initial: visible (map is the hero backdrop). We'll drive opacity // directly on every scroll tick, so kill any CSS opacity transition // (the existing rule animates opacity over 900ms — would be janky). mapSvg.style.transition = 'none'; mapSvg.style.opacity = MAP_MAX_OPACITY.toFixed(3); } function updateMapOpacity() { if (!mapSvg) return; const vh = window.innerHeight; const y = scroller.scrollTop; // Between 0.20 × vh and 0.80 × vh, ramp from full to zero. const startFade = vh * 0.20; const endFade = vh * 0.80; let t; if (y <= startFade) { t = 0; // fully visible } else if (y >= endFade) { t = 1; // fully hidden } else { t = (y - startFade) / (endFade - startFade); } mapSvg.style.opacity = (MAP_MAX_OPACITY * (1 - t)).toFixed(3); } lenis.on('scroll', updateMapOpacity); // Initial paint updateMapOpacity(); // ─── Scroll-spy for the dot-nav ────────────────────────────── // // As the user scrolls through the Overview, update the active dot // to match the scene currently in view. Called from lenis.on('scroll') // at display rate; debounced implicitly by requestAnimationFrame // through the shared refresh scheduler. // // Logic: a scene is "active" when its top is above the viewport's // midpoint AND its bottom is below it. For stacked pinned scenes // (S2) the pin duration makes "bottom" go well past the viewport, // so the first-match wins — scenes are checked top-to-bottom. // Every scrollable scene in the Overview, top-to-bottom. The // scroll-spy walks this list and decides which one is "in // view" by the viewport midline rule below. Intermediate // scenes (bifrost-meaning, platform-question) map to a // neighbouring dot via sceneToDot so the nav stays highlighted // through them. const sceneOrder = [ 'hero', 'bifrost', 'bifrost-meaning', 'platform-question', 'platform-layers', 'wiki-deepdive', 'platform-cards', 'platform-roadmap', ]; // Maps a scene's id to the data-scroll-to of the dot that // should highlight when that scene is in view. // bifrost-meaning → bifrost (treasure-map is a // continuation of the // Project Bifrost reveal) // platform-question → platform-layers (framing lead-in to // the architecture) const sceneToDot = { 'hero': 'hero', 'bifrost': 'bifrost', 'bifrost-meaning': 'bifrost', 'platform-question': 'platform-layers', 'platform-layers': 'platform-layers', 'wiki-deepdive': 'wiki-deepdive', 'platform-cards': 'platform-cards', 'platform-roadmap': 'platform-roadmap', }; let lastActiveScene = null; function updateActiveSceneDot() { if (typeof window.__setActiveDot !== 'function') return; const midY = window.innerHeight * 0.5; let visibleId = sceneOrder[0]; for (const id of sceneOrder) { const el = document.getElementById(id); if (!el) continue; const r = el.getBoundingClientRect(); // A scene whose top is at or above the midline, but whose // bottom hasn't scrolled past the midline yet. if (r.top <= midY && r.bottom > midY) { visibleId = id; break; } // Edge case: scrolled past — keep latest seen as fallback. if (r.top <= midY) visibleId = id; } if (visibleId !== lastActiveScene) { lastActiveScene = visibleId; window.__setActiveDot('page-overview', sceneToDot[visibleId] || visibleId); } } lenis.on('scroll', updateActiveSceneDot); // Initial paint: set "hero" active since we start at top. requestAnimationFrame(updateActiveSceneDot); // ─── Topography parallax ───────────────────────────────────── // // Concentric-ring topographic layer that sits behind the Europe // map (z-index 0). Generated at runtime — same formula as the // entrance page's .currents pattern but rotated/offset so it reads // as a visual sibling rather than a duplicate. // // Parallax speed: 0.15× of the scroller's scrollTop. Slow enough to // feel atmospheric, fast enough that the layer doesn't appear // static on casual scroll. Applied as a translateY composed WITH // the 40° rotate from CSS (so we build the full transform here to // avoid clobbering the CSS rotate). const topoWrap = document.getElementById('overview-topography'); if (topoWrap && !topoWrap.querySelector('svg')) { const svgNS = 'http://www.w3.org/2000/svg'; const svg = document.createElementNS(svgNS, 'svg'); const W = 1600, H = 1600, cx = W * 0.5, cy = H * 0.5; svg.setAttribute('viewBox', `0 0 ${W} ${H}`); svg.setAttribute('preserveAspectRatio', 'xMidYMid meet'); // Slightly different parameters from the entrance page's currents // so the rings read as "related but not identical": // - more rings (34 vs 26) — denser // - smaller step (28 vs 32) — tighter // - larger amplitude (32 vs 26) — wavier // - lower base opacity — quieter behind the map const RINGS = 34, BASE_R = 60, STEP = 28, AMP = 32; for (let i = 0; i < RINGS; i++) { const r = BASE_R + i * STEP, segs = 280; const p1 = (i * 0.7) % (Math.PI * 2); const p2 = (i * 1.4 + 1.3) % (Math.PI * 2); const a1 = AMP * (0.9 + (i % 5) * 0.08); const a2 = AMP * 0.35; let d = ''; for (let s = 0; s <= segs; s++) { const t = (s / segs) * Math.PI * 2; const rr = r + a1 * Math.sin(t * 3 + p1 + i * 0.15) + a2 * Math.sin(t * 5 + p2 + i * 0.22) + AMP * 0.18 * Math.sin(t * 7 + i); const x = cx + Math.cos(t) * rr; const y = cy + Math.sin(t) * rr * 0.92; d += (s === 0 ? 'M' : 'L') + x.toFixed(1) + ' ' + y.toFixed(1); } d += ' Z'; const path = document.createElementNS(svgNS, 'path'); path.setAttribute('d', d); path.setAttribute('fill', 'none'); path.setAttribute('stroke', '#383831'); path.setAttribute('stroke-width', '1'); path.setAttribute('stroke-linejoin', 'round'); // Lower opacity than entrance page — sits behind the map, // shouldn't compete for attention. path.setAttribute('opacity', (i % 3 === 0 ? 0.07 : 0.04).toString()); svg.appendChild(path); } topoWrap.appendChild(svg); } const PARALLAX_SPEED = 0.15; const topoSvg = topoWrap ? topoWrap.querySelector('svg') : null; function updateTopographyParallax() { if (!topoSvg) return; const y = scroller.scrollTop * -PARALLAX_SPEED; // Rotate comes from CSS (40deg); we compose our translateY into // the same transform string so both apply. `rotate` first so the // translate happens in screen space, not the rotated local space. topoSvg.style.transform = `translateY(${y.toFixed(1)}px) rotate(40deg)`; } lenis.on('scroll', updateTopographyParallax); // Initial paint updateTopographyParallax(); // ─── Sticky-scroll (wheel-multiplier attenuation) ──────────── // // Previous implementation multiplied Lenis's `.velocity` per scroll // event — ineffective, because Lenis overwrites velocity from the // next wheel event before that damped value is consumed. // // New approach: directly reduce Lenis's `wheelMultiplier` when the // viewport center is near a sticky target. The user's wheel input // is attenuated at the source — their next scroll produces less // delta, so the scene noticeably holds. When the zone is exited, // the multiplier is restored. // // Targets are: // - Non-pinned scenes (hero, bifrost) // - The treasure map (bifrost-meaning) AND each of its three // stops individually — previously the whole 300vh section was // one target, so users flew through the individual stops. // // platform-layers is GSAP-pinned and scrubbed; damping on top would // make its beat-by-beat build feel like a drag, so we exclude it. const BASE_WHEEL_MULT = 1.0; const BASE_TOUCH_MULT = 1.5; const STICKY_WHEEL_MULT = 0.35; // 65% reduction while in a sticky zone const STICKY_TOUCH_MULT = 0.55; const STICKY_ZONE_VH = 0.18; // ±18% of viewport height from its center // Collect sticky targets. IDs of scenes + DOM refs for the three // individual treasure-map stops. Cached once — the list doesn't // change after init. function collectStickyTargets() { const targets = []; // platform-cards is NOT a sticky-damping target — it has its // own GSAP pin (see initCards in platform.js) which provides // the "stop" feel. Layering both would slow wheel input to // 0.35× during the pin and turn the 100vh budget into a // ~285vh slog. platform-roadmap, same. const sceneIds = ['hero', 'bifrost']; sceneIds.forEach(id => { const el = document.getElementById(id); if (el) targets.push(el); }); // Treasure map intro + three stops each get their own sticky zone. const mapSection = document.getElementById('bifrost-meaning'); if (mapSection) { // Each .map-stop is a separate card along the path — sticky them // individually so the user dwells on each one. mapSection.querySelectorAll('.map-stop').forEach(el => targets.push(el)); } return targets; } const stickyTargets = collectStickyTargets(); let wheelMultState = BASE_WHEEL_MULT; function updateStickyDamping() { const midY = window.innerHeight * 0.5; const zone = window.innerHeight * STICKY_ZONE_VH; let inZone = false; for (const el of stickyTargets) { const r = el.getBoundingClientRect(); const elMid = (r.top + r.bottom) * 0.5; if (Math.abs(elMid - midY) < zone) { inZone = true; break; } } const nextMult = inZone ? STICKY_WHEEL_MULT : BASE_WHEEL_MULT; if (nextMult !== wheelMultState) { wheelMultState = nextMult; // Lenis reads options.wheelMultiplier on every wheel event — // re-assigning takes effect immediately. lenis.options.wheelMultiplier = nextMult; lenis.options.touchMultiplier = inZone ? STICKY_TOUCH_MULT : BASE_TOUCH_MULT; } } lenis.on('scroll', updateStickyDamping); // Initial paint (we likely start at hero which is itself a target). requestAnimationFrame(updateStickyDamping); // ─── Site-2 scene animations ───────────────────────────────── // (transplanted verbatim; all ScrollTriggers below automatically // use the Overview scroller via ScrollTrigger.defaults above.) // Script 1 body — HERO + SCENE 2 (architecture stack) + SCENE 3 (words) + SCENE 4 (bifrost arc) /* ------------------------------------------------------------- HERO — single overall fade-in. The wrap is hidden via CSS (`.js .hero-wrap { opacity: 0 }`) so the hero stays invisible during the page-activation transition, then fades in once Bifrost has booted. ------------------------------------------------------------- */ gsap.to('.hero-wrap', { opacity: 1, duration: 1.0, ease: 'power2.out', delay: 0.1, }); /* ------------------------------------------------------------- ARCHITECTURE STACK + "This is why we've invited you" words — REMOVED 2026-05-19 in the customer-presentation conversion. The full HTML + JS is archived at protected/_archive/stack-scene.html so the 4-capabilities pinned-scrub sequence can be restored. ------------------------------------------------------------- */ /* Removed: stack-scene timeline (computeGridPlan + 4-card scrubbed build + grid morph + copy-stage crossfade). Archived in protected/_archive/stack-scene.html. */ /* Removed: words-scene "This is why we've invited you" timeline. Archived in protected/_archive/stack-scene.html. */ /* ------------------------------------------------------------- SCENE 4 — PROJECT BIFROST REVEAL Arc draws in, then the words settle. ------------------------------------------------------------- */ const arcMain = document.getElementById('arcMain'); const arcThin = document.getElementById('arcThin'); const arcHalo = document.getElementById('arcHalo'); [arcMain, arcThin, arcHalo].forEach(el => { if (!el) return; const len = el.getTotalLength(); el.style.strokeDasharray = len; el.style.strokeDashoffset = len; }); const tokens = gsap.utils.toArray('.bifrost-name .token'); tokens.forEach((t, i) => { gsap.set(t, { opacity: 0, y: 40, filter: 'blur(10px)' }); }); const bifrostTl = gsap.timeline({ scrollTrigger: { trigger: '#bifrost', start: 'top top', end: 'bottom bottom', scrub: 0.6, } }); bifrostTl .to('.arc-wrap', { opacity: 1, duration: 0.1, ease: 'power2.out' }, 0.02) .to(arcHalo, { strokeDashoffset: 0, duration: 0.45, ease: 'power2.inOut' }, 0.02) .to(arcMain, { strokeDashoffset: 0, duration: 0.5, ease: 'power2.inOut' }, 0.05) .to(arcThin, { strokeDashoffset: 0, duration: 0.45, ease: 'power2.inOut' }, 0.12) .to('.bifrost-eyebrow', { opacity: 1, y: 0, duration: 0.1, ease: 'power2.out' }, 0.30) .fromTo('.bifrost-eyebrow', { y: 20 }, { y: 0, duration: 0.1 }, 0.30) .to(tokens[0], { opacity: 1, y: 0, filter: 'blur(0px)', duration: 0.15, ease: 'power3.out' }, 0.40) .to(tokens[1], { opacity: 1, y: 0, filter: 'blur(0px)', duration: 0.2, ease: 'power3.out' }, 0.50) .to('.bifrost-sub', { opacity: 1, y: 0, duration: 0.15, ease: 'power2.out' }, 0.68) .fromTo('.bifrost-sub', { y: 20 }, { y: 0, duration: 0.15 }, 0.68); // Slight parallax on the arc while the user continues to scroll bifrostTl.to('.arc-wrap', { y: -40, duration: 0.3, ease: 'none' }, 0.5); /* ------------------------------------------------------------- On load — kick hero animation ------------------------------------------------------------- */ // Ensure ScrollTrigger measures correctly after fonts load. if (document.fonts && document.fonts.ready) { document.fonts.ready.then(() => ScrollTrigger.refresh()); } // Script 2 body — SCENE 5 (treasure-map) + SCENE 6 (join CTA + footer) /* ================================================================= PROJECT BIFROST — "What it means" treasure-map + summary cards. Self-contained additive IIFE. Reads the global `gsap` and `ScrollTrigger` registered by the existing scripts above; does not touch any pre-existing timelines or DOM nodes. ================================================================= */ /* ------------------------------------------------------------- SCENE 5 — Treasure-map path draw + per-stop reveals ------------------------------------------------------------- */ // -------- Build the path geometry from actual dot positions -------- // // The treasure-map path needs to thread cleanly through each dot. // The dots are positioned by CSS grid/flex, so their Y positions in // the canvas depend on the rendered height of each stop's content // (which varies with viewport width and font metrics). We compute // the path here AFTER layout, so it always passes through the dots. // // Coordinate system: the SVG viewBox is "0 0 100 200" with // preserveAspectRatio="none", so X is normalised to canvas width // and Y to canvas height. We measure each dot's centre in canvas // coordinates, normalise, and emit a chain of cubic bezier segments // — each one bowing out to alternating sides for a meandering feel. const mapCanvasEl = document.querySelector('.map-canvas'); const pathBg = document.getElementById('mapPathBg'); const pathDraw = document.getElementById('mapPathDraw'); let drawScrollTrigger = null; function buildMapPath() { if (!mapCanvasEl || !pathDraw || !pathBg) return; const dots = mapCanvasEl.querySelectorAll('.dot-anchor'); if (dots.length < 2) return; const cb = mapCanvasEl.getBoundingClientRect(); if (cb.width === 0 || cb.height === 0) return; // Normalise dot centres to viewBox units (0-100 X, 0-200 Y) const pts = Array.from(dots).map((d) => { const r = d.getBoundingClientRect(); return { x: ((r.left + r.width / 2 - cb.left) / cb.width) * 100, y: ((r.top + r.height / 2 - cb.top) / cb.height) * 200, }; }); // Build path: M to first, then cubic beziers to each subsequent // dot. Control points sit at the same X as the dots (so the path // exits/enters each dot along the vertical axis) but bow out to // alternating sides between them — gives a Nordic-river feel. const segs = [`M ${pts[0].x.toFixed(2)} ${pts[0].y.toFixed(2)}`]; for (let i = 1; i < pts.length; i++) { const a = pts[i - 1]; const b = pts[i]; // Bow direction alternates by segment index. Amplitude is in // viewBox X units (0-100) — clamped down on tall segments to // avoid the path drifting outside the canvas. const bowDir = (i % 2 === 1) ? 1 : -1; const bowAmount = Math.min(20, (b.y - a.y) * 0.18); const cx1 = 50 + bowAmount * bowDir; const cy1 = a.y + (b.y - a.y) * 0.35; const cx2 = 50 + bowAmount * bowDir; const cy2 = a.y + (b.y - a.y) * 0.65; segs.push(`C ${cx1.toFixed(2)} ${cy1.toFixed(2)}, ${cx2.toFixed(2)} ${cy2.toFixed(2)}, ${b.x.toFixed(2)} ${b.y.toFixed(2)}`); } const d = segs.join(' '); pathBg.setAttribute('d', d); pathDraw.setAttribute('d', d); // Re-measure the drawn path's length and reset the dash offset // so the draw-in animation covers the full new geometry. const len = pathDraw.getTotalLength(); pathDraw.style.strokeDasharray = len; // If the scroll-trigger animation already played to completion, // keep the path drawn; otherwise hide it pending scroll. const trig = drawScrollTrigger; if (trig && trig.progress >= 1) { pathDraw.style.strokeDashoffset = 0; } else { pathDraw.style.strokeDashoffset = len; } } // Build initially after a paint requestAnimationFrame(buildMapPath); // Animate the accent path drawing in as the user scrolls down // through the meaning section if (pathDraw) { const tween = gsap.to(pathDraw, { strokeDashoffset: 0, ease: 'none', scrollTrigger: { trigger: '#bifrost-meaning', start: 'top 65%', end: 'bottom 75%', scrub: 0.6, invalidateOnRefresh: true, onRefresh: () => { // Re-measure dasharray on every ScrollTrigger refresh so // the animation stays in sync with any path changes const len = pathDraw.getTotalLength(); pathDraw.style.strokeDasharray = len; }, } }); drawScrollTrigger = tween.scrollTrigger; } // Rebuild the path on resize (debounced) since dot positions move let mapPathResizeTimer; window.addEventListener('resize', () => { clearTimeout(mapPathResizeTimer); mapPathResizeTimer = setTimeout(() => { buildMapPath(); ScrollTrigger.refresh(); }, 220); }); // Mobile fallback — the SVG path is hidden and replaced by a CSS // pseudo-element rail. Drive its progress with a CSS custom prop // so the same scroll range animates a vertical fill. const mapCanvas = document.querySelector('.map-canvas'); if (mapCanvas) { const railObj = { p: 0 }; gsap.to(railObj, { p: 100, ease: 'none', scrollTrigger: { trigger: '#bifrost-meaning', start: 'top 65%', end: 'bottom 75%', scrub: 0.6, onUpdate: () => { mapCanvas.style.setProperty('--rail-progress', railObj.p + '%'); } } }); } // Per-stop reveal — dot pops in first, then content + image rise // and fade in alongside each other. ToggleActions: play forward // when entering, reverse when scrolling back up past the trigger. gsap.utils.toArray('.map-stop').forEach((stop) => { const dot = stop.querySelector('.dot'); const contentBits = stop.querySelectorAll('.stop-content > *'); const image = stop.querySelector('.stop-image'); const tl = gsap.timeline({ scrollTrigger: { trigger: stop, start: 'top 78%', toggleActions: 'play none none reverse', } }); // Dot pops in with a subtle back ease — feels like a pin // dropping into the map if (dot) { tl.to(dot, { scale: 1, opacity: 1, duration: 0.55, ease: 'back.out(2)', }); } // Text bits stagger in if (contentBits.length) { tl.to(contentBits, { opacity: 1, y: 0, duration: 0.7, stagger: 0.08, ease: 'power3.out', }, '-=0.35'); } // Image animates in alongside the text (overlapping for unity) if (image) { tl.to(image, { opacity: 1, y: 0, duration: 0.9, ease: 'power3.out', }, '-=0.6'); } }); /* SCENE 6 — Join CTA + Innovationsfonden footer: REMOVED 2026-05-19 in the customer-presentation conversion. The CTA, confirmation panel, click handler, and three-mark footer all went away with the #bifrost-join section in protected/index.html. */ /* ------------------------------------------------------------- Refresh ScrollTrigger after fonts and images load so positions are accurate — large embedded illustrations affect layout. ------------------------------------------------------------- */ if (document.fonts && document.fonts.ready) { document.fonts.ready.then(() => ScrollTrigger.refresh()); } // Refresh once illustrations have laid out const illustrations = document.querySelectorAll('#bifrost-meaning img'); let pending = illustrations.length; if (pending === 0) ScrollTrigger.refresh(); illustrations.forEach((img) => { if (img.complete) { if (--pending === 0) ScrollTrigger.refresh(); } else { img.addEventListener('load', () => { if (--pending === 0) ScrollTrigger.refresh(); }); img.addEventListener('error', () => { if (--pending === 0) ScrollTrigger.refresh(); }); } }); // ─── One consolidated resize handler ───────────────────────── // Site 2 had two separate resize listeners; we defer to ScrollTrigger's // own handling + our de-duped refresh. Scroller-relative measurements // get recalculated whenever ScrollTrigger.refresh fires. let resizeT = null; window.addEventListener('resize', () => { clearTimeout(resizeT); resizeT = setTimeout(scheduleRefresh, 220); }); // After fonts load, re-measure (headline wrap can shift positions). if (document.fonts && document.fonts.ready) { document.fonts.ready.then(scheduleRefresh); } // After all illustrations load, re-measure (treasure-map stops change height). const bgIllustrations = document.querySelectorAll('#page-overview .stop-illust'); let pendingBg = bgIllustrations.length; if (pendingBg === 0) scheduleRefresh(); bgIllustrations.forEach((el) => { // Illustrations are CSS-background images; use an Image() to listen for load const bg = getComputedStyle(el).backgroundImage; const url = bg && bg.match(/url\("?([^")]+)"?\)/); if (!url) { if (--pendingBg === 0) scheduleRefresh(); return; } const img = new Image(); img.onload = img.onerror = () => { if (--pendingBg === 0) scheduleRefresh(); }; img.src = url[1]; }); // Final refresh after everything wires up scheduleRefresh(); } /** * Smooth-scroll the Overview's internal scroller to a scene. * Called by the dot-nav click handler in timeline.js. * * @param {string} sceneId id of the scene section (e.g. "bifrost") * — see sceneOrder[] inside init(). * Special value "hero" scrolls to top (0). */ // Per-scene scroll offsets. Added to the scene's offsetTop when a // dot-nav button anchors to it, so the reader lands AFTER the scene's // initial reveal rather than at an empty pre-scrub frame. // // bifrost — section is 200vh with a scrubbed reveal that runs from // top-top to bottom-bottom (100vh scroll range). The sub-headline // fades in at ~0.83 of that. Offset is computed per viewport as // 85% of vh so the reader arrives on the fully-drawn arc + // wordmark, regardless of display size. // // platform-cards / platform-roadmap — pinned at 'center center', so // the section's "intended landing" is the scroll position where // section.centre aligns with viewport.centre. That position is // section.offsetTop + (section.height - vh) / 2. For sections // shorter than the viewport this offset is negative — the user // lands just before the section's natural top, but the pin is // engaged so visually they see the section centred at full // opacity with the entire pin budget still ahead of them. // // hero — short reveal tween; offsetTop is already the correct // landing spot so offset is 0. function getSceneAnchorOffset(sceneId) { const vh = window.innerHeight; switch (sceneId) { case 'bifrost': return Math.round(vh * 0.85); case 'platform-cards': case 'platform-roadmap': { const el = document.getElementById(sceneId); if (!el) return 0; return Math.round((el.offsetHeight - vh) / 2); } default: return 0; } } // Section's offset within the scroller's content. Walks the // offsetParent chain summing offsetTop. Necessary because // ScrollTrigger's pinSpacing wraps pinned sections in a pin-spacer // div (position: relative), which becomes the section's offsetParent // — so `target.offsetTop` alone returns ~0 and scrollTo lands the // user at the top of the page instead of the requested section. function offsetTopWithin(el, scroller) { let offset = 0; let current = el; while (current && current !== scroller) { offset += current.offsetTop; const parent = current.offsetParent; if (!parent) break; current = parent; } return offset; } function scrollTo(sceneId) { if (!scrollerEl) return; // init() hasn't run yet — ignore const target = document.getElementById(sceneId); if (!target) return; // "hero" is the first scene and sits at scrollTop 0. Scrolling to // the scene element directly works in most cases but produces a tiny // non-zero offset (padding / border) — hard-code 0 for hero. const base = sceneId === 'hero' ? 0 : offsetTopWithin(target, scrollerEl); const scrollY = base + getSceneAnchorOffset(sceneId); if (lenisInstance && typeof lenisInstance.scrollTo === 'function') { // Lenis does the smooth animation. `immediate: false` uses the // same easing as wheel input — feels consistent. lenisInstance.scrollTo(scrollY, { immediate: false }); } else { // Fallback for pre-init / reduced-motion: hard-jump. scrollerEl.scrollTo({ top: scrollY, behavior: 'smooth' }); } } // Public surface — timeline.js calls these when the Overview tab // activates (init) or when a dot-nav button targeting a scene is // clicked (scrollTo). window.__bifrost = { init, scrollTo }; })();