// crash-impact slamming stop — the same fast push as crash-zoom, but instead of bouncing back on arrival
// the frame slams to a stop: high-frequency shake + exponential decay over 6f, then true stillness. The comparison: weight vs. springiness.
import { AbsoluteFill, Img, interpolate, staticFile, useCurrentFrame, Easing } from 'remotion';
import { CameraMotionBlur } from '@remotion/motion-blur';
import layout from '../../_textures/live-layout.json';
export const CRASHIMPACT_DUR = 120;
const TARGET = { cx: 960, cy: 772 };
const VIEW_Y = 180;
const HIT = 46;
const Scene: React.FC = () => {
const frame = useCurrentFrame();
const zoom = interpolate(frame, [40, HIT], [1, 2.5], {
extrapolateLeft: 'clamp', extrapolateRight: 'clamp',
easing: Easing.bezier(0.55, 0, 0.7, 1),
});
const cx = interpolate(frame, [40, HIT], [960, TARGET.cx], {
extrapolateLeft: 'clamp', extrapolateRight: 'clamp', easing: Easing.in(Easing.quad),
});
const cy = interpolate(frame, [40, HIT], [VIEW_Y + 540, TARGET.cy], {
extrapolateLeft: 'clamp', extrapolateRight: 'clamp', easing: Easing.in(Easing.quad),
});
// Slamming stop shake: amp 14px, exponential decay settles in ~6f (noticeable amplitude, see round #2 perceptible tier)
const since = frame - HIT;
const env = since >= 0 ? 14 * Math.exp(-since / 1.8) : 0;
const sx = env * Math.sin(since * 3.3);
const sy = env * 0.7 * Math.sin(since * 4.1 + 0.9);
return (
);
};
export const CrashImpactReal: React.FC = () => {
const frame = useCurrentFrame();
// Blur only wraps the fast push segment; the slamming stop stays sharp while shaking
return frame >= 38 && frame <= HIT ? (
) : (
);
};